starting build "9e4248f2-a80a-40e2-8f9d-a66b7127f958" 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-cde41099-2bcc-4b21-b701-f28e240d26b8" Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Already have image (with digest): gcr.io/cloud-builders/docker Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Sending build context to Docker daemon 9.216kB Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Step 1/5 : FROM gcr.io/oss-fuzz-base/base-builder Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": latest: Pulling from oss-fuzz-base/base-builder Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": b549f31133a9: Pulling fs layer Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 0080ba77da4f: Pulling fs layer Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": ba15b34d2160: Pulling fs layer Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": e04266c6405f: Pulling fs layer Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 797a6452a81e: Pulling fs layer Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": c1981600b8ed: Pulling fs layer Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 9423b9fd2cfc: Pulling fs layer Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 6737144a8851: Pulling fs layer Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": a3f978eb4fb6: Pulling fs layer Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 967f1a7ca65b: Pulling fs layer Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 17c9041f18bc: Pulling fs layer Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 929348ee61ec: Pulling fs layer Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": ecac57c52be5: Pulling fs layer Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": c2162772e245: Pulling fs layer Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 932b4ea0b424: Pulling fs layer Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 65d72fefd09b: Pulling fs layer Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": d58a1ec768e4: Pulling fs layer Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": ad7f3404b9ff: Pulling fs layer Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": c89cf94d8da5: Pulling fs layer Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": a3f978eb4fb6: Waiting Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": d80b495ff003: Pulling fs layer Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": bcde0b24214c: Pulling fs layer Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 967f1a7ca65b: Waiting Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 2630b08c5260: Pulling fs layer Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 17c9041f18bc: Waiting Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 9f48b30a8679: Pulling fs layer Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 82e7030f0fb5: Pulling fs layer Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 5345e7fac9a3: Pulling fs layer Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 9f58272f4333: Pulling fs layer Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 9b9cc0234933: Pulling fs layer Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 33be286798e3: Pulling fs layer Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 0341c3015714: Pulling fs layer Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 6f827bf882ab: Pulling fs layer Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": a23d0c0db0f8: Pulling fs layer Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 7d6daf7f4ec0: Pulling fs layer Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 59e65fbb5b03: Pulling fs layer Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": da3daa385d8a: Pulling fs layer Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 9423b9fd2cfc: Waiting Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 932b4ea0b424: Waiting Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": bcde0b24214c: Waiting Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 5345e7fac9a3: Waiting Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 2630b08c5260: Waiting Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 929348ee61ec: Waiting Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 9f58272f4333: Waiting Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": ecac57c52be5: Waiting Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": d80b495ff003: Waiting Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": c2162772e245: Waiting Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": ad7f3404b9ff: Waiting Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": d58a1ec768e4: Waiting Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": e122ad1f2964: Pulling fs layer Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": c9f9d5d44d5d: Pulling fs layer Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 0341c3015714: Waiting Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 37bce15499bd: Pulling fs layer Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": fbb27bb2508b: Pulling fs layer Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 6f827bf882ab: Waiting Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": da3daa385d8a: Waiting Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": a23d0c0db0f8: Waiting Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 7d6daf7f4ec0: Waiting Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 59e65fbb5b03: Waiting Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 37bce15499bd: Waiting Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 9b9cc0234933: Waiting Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 33be286798e3: Waiting Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": c9f9d5d44d5d: Waiting Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": c89cf94d8da5: Waiting Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 82e7030f0fb5: Waiting Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 6737144a8851: Waiting Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": fbb27bb2508b: Waiting Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": e122ad1f2964: Waiting Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": ba15b34d2160: Verifying Checksum Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": ba15b34d2160: Download complete Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 797a6452a81e: Verifying Checksum Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 797a6452a81e: Download complete Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 9423b9fd2cfc: Verifying Checksum Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 6737144a8851: Verifying Checksum Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 6737144a8851: Download complete Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": b549f31133a9: Verifying Checksum Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": b549f31133a9: Download complete Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": e04266c6405f: Verifying Checksum Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": e04266c6405f: Download complete Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 17c9041f18bc: Verifying Checksum Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 17c9041f18bc: Download complete Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 929348ee61ec: Verifying Checksum Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 929348ee61ec: Download complete Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": ecac57c52be5: Verifying Checksum Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": ecac57c52be5: Download complete Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": c2162772e245: Download complete Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 0080ba77da4f: Verifying Checksum Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 0080ba77da4f: Download complete Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 967f1a7ca65b: Verifying Checksum Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 967f1a7ca65b: Download complete Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 932b4ea0b424: Verifying Checksum Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 932b4ea0b424: Download complete Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": d58a1ec768e4: Verifying Checksum Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": d58a1ec768e4: Download complete Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": ad7f3404b9ff: Verifying Checksum Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": ad7f3404b9ff: Download complete Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": c89cf94d8da5: Verifying Checksum Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": c89cf94d8da5: Download complete Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": d80b495ff003: Download complete Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": bcde0b24214c: Verifying Checksum Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": bcde0b24214c: Download complete Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 2630b08c5260: Download complete Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 9f48b30a8679: Verifying Checksum Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 9f48b30a8679: Download complete Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 82e7030f0fb5: Verifying Checksum Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 82e7030f0fb5: Download complete Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": b549f31133a9: Pull complete Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 5345e7fac9a3: Verifying Checksum Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 5345e7fac9a3: Download complete Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 9f58272f4333: Download complete Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 9b9cc0234933: Download complete Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 33be286798e3: Verifying Checksum Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 33be286798e3: Download complete Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 0341c3015714: Verifying Checksum Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 0341c3015714: Download complete Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": a23d0c0db0f8: Verifying Checksum Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": a23d0c0db0f8: Download complete Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 6f827bf882ab: Verifying Checksum Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 6f827bf882ab: Download complete Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": a3f978eb4fb6: Verifying Checksum Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": a3f978eb4fb6: Download complete Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 7d6daf7f4ec0: Verifying Checksum Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 7d6daf7f4ec0: Download complete Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 59e65fbb5b03: Download complete Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": e122ad1f2964: Verifying Checksum Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": e122ad1f2964: Download complete Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": c9f9d5d44d5d: Verifying Checksum Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": c9f9d5d44d5d: Download complete Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": da3daa385d8a: Verifying Checksum Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": da3daa385d8a: Download complete Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 37bce15499bd: Verifying Checksum Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 37bce15499bd: Download complete Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": fbb27bb2508b: Verifying Checksum Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": fbb27bb2508b: Download complete Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": c1981600b8ed: Verifying Checksum Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": c1981600b8ed: Download complete Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 0080ba77da4f: Pull complete Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": ba15b34d2160: Pull complete Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": e04266c6405f: Pull complete Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 797a6452a81e: Pull complete Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": c1981600b8ed: Pull complete Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 9423b9fd2cfc: Pull complete Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 6737144a8851: Pull complete Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": a3f978eb4fb6: Pull complete Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 967f1a7ca65b: Pull complete Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 17c9041f18bc: Pull complete Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 929348ee61ec: Pull complete Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": ecac57c52be5: Pull complete Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": c2162772e245: Pull complete Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 932b4ea0b424: Pull complete Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 65d72fefd09b: Pull complete Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": d58a1ec768e4: Pull complete Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": ad7f3404b9ff: Pull complete Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": c89cf94d8da5: Pull complete Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": d80b495ff003: Pull complete Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": bcde0b24214c: Pull complete Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 2630b08c5260: Pull complete Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 9f48b30a8679: Pull complete Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 82e7030f0fb5: Pull complete Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 5345e7fac9a3: Pull complete Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 9f58272f4333: Pull complete Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 9b9cc0234933: Pull complete Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 33be286798e3: Pull complete Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 0341c3015714: Pull complete Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 6f827bf882ab: Pull complete Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": a23d0c0db0f8: Pull complete Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 7d6daf7f4ec0: Pull complete Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 59e65fbb5b03: Pull complete Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": da3daa385d8a: Pull complete Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": e122ad1f2964: Pull complete Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": c9f9d5d44d5d: Pull complete Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 37bce15499bd: Pull complete Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": fbb27bb2508b: Pull complete Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Digest: sha256:b38b34172cfa570f6c2b87ce6d7204843c1d4c3cd2cb7a5c83d6bb1a8ea93be5 Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Status: Downloaded newer image for gcr.io/oss-fuzz-base/base-builder:latest Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": ---> 393977acddb4 Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Step 2/5 : RUN apt-get update && apt-get install -y python-is-python3 build-essential autoconf automake libtool pkg-config Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": ---> Running in 4c853911e1c5 Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Hit:1 http://security.ubuntu.com/ubuntu focal-security InRelease Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Hit:2 http://archive.ubuntu.com/ubuntu focal InRelease Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Hit:3 http://archive.ubuntu.com/ubuntu focal-updates InRelease Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Hit:4 http://archive.ubuntu.com/ubuntu focal-backports InRelease Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Reading package lists... Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Reading package lists... Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Building dependency tree... Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Reading state information... Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": build-essential is already the newest version (12.8ubuntu1.1). Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": The following additional packages will be installed: Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": file libglib2.0-0 libglib2.0-data libicu66 libltdl-dev libltdl7 libmagic-mgc Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": libmagic1 libmpdec2 libpython3-stdlib libpython3.8-minimal Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": libpython3.8-stdlib libxml2 mime-support python3 python3-minimal python3.8 Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": python3.8-minimal shared-mime-info xdg-user-dirs Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Suggested packages: Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": autoconf-archive gnu-standards autoconf-doc gettext libtool-doc gfortran Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": | fortran95-compiler gcj-jdk python3-doc python3-tk python3-venv Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": python3.8-venv python3.8-doc binfmt-support Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": The following NEW packages will be installed: Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": autoconf automake file libglib2.0-0 libglib2.0-data libicu66 libltdl-dev Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": libltdl7 libmagic-mgc libmagic1 libmpdec2 libpython3-stdlib Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": libpython3.8-minimal libpython3.8-stdlib libtool libxml2 mime-support Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": pkg-config python-is-python3 python3 python3-minimal python3.8 Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": python3.8-minimal shared-mime-info xdg-user-dirs Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 0 upgraded, 25 newly installed, 0 to remove and 0 not upgraded. Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Need to get 17.4 MB of archives. Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": After this operation, 75.3 MB of additional disk space will be used. Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 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-cde41099-2bcc-4b21-b701-f28e240d26b8": 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-cde41099-2bcc-4b21-b701-f28e240d26b8": Get:3 http://archive.ubuntu.com/ubuntu focal/main amd64 python3-minimal amd64 3.8.2-0ubuntu2 [23.6 kB] Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Get:4 http://archive.ubuntu.com/ubuntu focal/main amd64 mime-support all 3.64ubuntu1 [30.6 kB] Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Get:5 http://archive.ubuntu.com/ubuntu focal/main amd64 libmpdec2 amd64 2.4.2-3 [81.1 kB] Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 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-cde41099-2bcc-4b21-b701-f28e240d26b8": 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-cde41099-2bcc-4b21-b701-f28e240d26b8": Get:8 http://archive.ubuntu.com/ubuntu focal/main amd64 libpython3-stdlib amd64 3.8.2-0ubuntu2 [7068 B] Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Get:9 http://archive.ubuntu.com/ubuntu focal/main amd64 python3 amd64 3.8.2-0ubuntu2 [47.6 kB] Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Get:10 http://archive.ubuntu.com/ubuntu focal/main amd64 libmagic-mgc amd64 1:5.38-4 [218 kB] Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Get:11 http://archive.ubuntu.com/ubuntu focal/main amd64 libmagic1 amd64 1:5.38-4 [75.9 kB] Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Get:12 http://archive.ubuntu.com/ubuntu focal/main amd64 file amd64 1:5.38-4 [23.3 kB] Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 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-cde41099-2bcc-4b21-b701-f28e240d26b8": 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-cde41099-2bcc-4b21-b701-f28e240d26b8": Get:15 http://archive.ubuntu.com/ubuntu focal-updates/main amd64 libicu66 amd64 66.1-2ubuntu2.1 [8515 kB] Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 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-cde41099-2bcc-4b21-b701-f28e240d26b8": Get:17 http://archive.ubuntu.com/ubuntu focal/main amd64 shared-mime-info amd64 1.15-1 [430 kB] Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Get:18 http://archive.ubuntu.com/ubuntu focal/main amd64 xdg-user-dirs amd64 0.17-2ubuntu1 [48.3 kB] Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Get:19 http://archive.ubuntu.com/ubuntu focal/main amd64 autoconf all 2.69-11.1 [321 kB] Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Get:20 http://archive.ubuntu.com/ubuntu focal/main amd64 automake all 1:1.16.1-4ubuntu6 [522 kB] Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Get:21 http://archive.ubuntu.com/ubuntu focal/main amd64 libltdl7 amd64 2.4.6-14 [38.5 kB] Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Get:22 http://archive.ubuntu.com/ubuntu focal/main amd64 libltdl-dev amd64 2.4.6-14 [162 kB] Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Get:23 http://archive.ubuntu.com/ubuntu focal/main amd64 libtool all 2.4.6-14 [161 kB] Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Get:24 http://archive.ubuntu.com/ubuntu focal/main amd64 pkg-config amd64 0.29.1-0ubuntu4 [45.5 kB] Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Get:25 http://archive.ubuntu.com/ubuntu focal/main amd64 python-is-python3 all 3.8.2-4 [2364 B] Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": debconf: delaying package configuration, since apt-utils is not installed Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Fetched 17.4 MB in 1s (20.4 MB/s) Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Selecting previously unselected package libpython3.8-minimal:amd64. Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": (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-cde41099-2bcc-4b21-b701-f28e240d26b8": Preparing to unpack .../libpython3.8-minimal_3.8.10-0ubuntu1~20.04.18_amd64.deb ... Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Unpacking libpython3.8-minimal:amd64 (3.8.10-0ubuntu1~20.04.18) ... Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Selecting previously unselected package python3.8-minimal. Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Preparing to unpack .../python3.8-minimal_3.8.10-0ubuntu1~20.04.18_amd64.deb ... Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Unpacking python3.8-minimal (3.8.10-0ubuntu1~20.04.18) ... Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Setting up libpython3.8-minimal:amd64 (3.8.10-0ubuntu1~20.04.18) ... Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Setting up python3.8-minimal (3.8.10-0ubuntu1~20.04.18) ... Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Selecting previously unselected package python3-minimal. Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": (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-cde41099-2bcc-4b21-b701-f28e240d26b8": Preparing to unpack .../0-python3-minimal_3.8.2-0ubuntu2_amd64.deb ... Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Unpacking python3-minimal (3.8.2-0ubuntu2) ... Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Selecting previously unselected package mime-support. Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Preparing to unpack .../1-mime-support_3.64ubuntu1_all.deb ... Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Unpacking mime-support (3.64ubuntu1) ... Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Selecting previously unselected package libmpdec2:amd64. Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Preparing to unpack .../2-libmpdec2_2.4.2-3_amd64.deb ... Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Unpacking libmpdec2:amd64 (2.4.2-3) ... Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Selecting previously unselected package libpython3.8-stdlib:amd64. Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Preparing to unpack .../3-libpython3.8-stdlib_3.8.10-0ubuntu1~20.04.18_amd64.deb ... Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Unpacking libpython3.8-stdlib:amd64 (3.8.10-0ubuntu1~20.04.18) ... Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Selecting previously unselected package python3.8. Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Preparing to unpack .../4-python3.8_3.8.10-0ubuntu1~20.04.18_amd64.deb ... Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Unpacking python3.8 (3.8.10-0ubuntu1~20.04.18) ... Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Selecting previously unselected package libpython3-stdlib:amd64. Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Preparing to unpack .../5-libpython3-stdlib_3.8.2-0ubuntu2_amd64.deb ... Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Unpacking libpython3-stdlib:amd64 (3.8.2-0ubuntu2) ... Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Setting up python3-minimal (3.8.2-0ubuntu2) ... Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Selecting previously unselected package python3. Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": (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-cde41099-2bcc-4b21-b701-f28e240d26b8": Preparing to unpack .../00-python3_3.8.2-0ubuntu2_amd64.deb ... Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Unpacking python3 (3.8.2-0ubuntu2) ... Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Selecting previously unselected package libmagic-mgc. Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Preparing to unpack .../01-libmagic-mgc_1%3a5.38-4_amd64.deb ... Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Unpacking libmagic-mgc (1:5.38-4) ... Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Selecting previously unselected package libmagic1:amd64. Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Preparing to unpack .../02-libmagic1_1%3a5.38-4_amd64.deb ... Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Unpacking libmagic1:amd64 (1:5.38-4) ... Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Selecting previously unselected package file. Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Preparing to unpack .../03-file_1%3a5.38-4_amd64.deb ... Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Unpacking file (1:5.38-4) ... Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Selecting previously unselected package libglib2.0-0:amd64. Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Preparing to unpack .../04-libglib2.0-0_2.64.6-1~ubuntu20.04.9_amd64.deb ... Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Unpacking libglib2.0-0:amd64 (2.64.6-1~ubuntu20.04.9) ... Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Selecting previously unselected package libglib2.0-data. Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Preparing to unpack .../05-libglib2.0-data_2.64.6-1~ubuntu20.04.9_all.deb ... Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Unpacking libglib2.0-data (2.64.6-1~ubuntu20.04.9) ... Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Selecting previously unselected package libicu66:amd64. Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Preparing to unpack .../06-libicu66_66.1-2ubuntu2.1_amd64.deb ... Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Unpacking libicu66:amd64 (66.1-2ubuntu2.1) ... Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Selecting previously unselected package libxml2:amd64. Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Preparing to unpack .../07-libxml2_2.9.10+dfsg-5ubuntu0.20.04.10_amd64.deb ... Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Unpacking libxml2:amd64 (2.9.10+dfsg-5ubuntu0.20.04.10) ... Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Selecting previously unselected package shared-mime-info. Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Preparing to unpack .../08-shared-mime-info_1.15-1_amd64.deb ... Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Unpacking shared-mime-info (1.15-1) ... Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Selecting previously unselected package xdg-user-dirs. Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Preparing to unpack .../09-xdg-user-dirs_0.17-2ubuntu1_amd64.deb ... Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Unpacking xdg-user-dirs (0.17-2ubuntu1) ... Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Selecting previously unselected package autoconf. Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Preparing to unpack .../10-autoconf_2.69-11.1_all.deb ... Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Unpacking autoconf (2.69-11.1) ... Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Selecting previously unselected package automake. Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Preparing to unpack .../11-automake_1%3a1.16.1-4ubuntu6_all.deb ... Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Unpacking automake (1:1.16.1-4ubuntu6) ... Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Selecting previously unselected package libltdl7:amd64. Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Preparing to unpack .../12-libltdl7_2.4.6-14_amd64.deb ... Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Unpacking libltdl7:amd64 (2.4.6-14) ... Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Selecting previously unselected package libltdl-dev:amd64. Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Preparing to unpack .../13-libltdl-dev_2.4.6-14_amd64.deb ... Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Unpacking libltdl-dev:amd64 (2.4.6-14) ... Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Selecting previously unselected package libtool. Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Preparing to unpack .../14-libtool_2.4.6-14_all.deb ... Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Unpacking libtool (2.4.6-14) ... Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Selecting previously unselected package pkg-config. Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Preparing to unpack .../15-pkg-config_0.29.1-0ubuntu4_amd64.deb ... Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Unpacking pkg-config (0.29.1-0ubuntu4) ... Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Selecting previously unselected package python-is-python3. Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Preparing to unpack .../16-python-is-python3_3.8.2-4_all.deb ... Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Unpacking python-is-python3 (3.8.2-4) ... Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Setting up mime-support (3.64ubuntu1) ... Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Setting up xdg-user-dirs (0.17-2ubuntu1) ... Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Setting up libmagic-mgc (1:5.38-4) ... Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Setting up libglib2.0-0:amd64 (2.64.6-1~ubuntu20.04.9) ... Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": No schema files found: doing nothing. Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Setting up libicu66:amd64 (66.1-2ubuntu2.1) ... Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Setting up libmagic1:amd64 (1:5.38-4) ... Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Setting up file (1:5.38-4) ... Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Setting up libglib2.0-data (2.64.6-1~ubuntu20.04.9) ... Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Setting up pkg-config (0.29.1-0ubuntu4) ... Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Setting up libltdl7:amd64 (2.4.6-14) ... Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Setting up autoconf (2.69-11.1) ... Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Setting up libmpdec2:amd64 (2.4.2-3) ... Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Setting up libpython3.8-stdlib:amd64 (3.8.10-0ubuntu1~20.04.18) ... Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Setting up python3.8 (3.8.10-0ubuntu1~20.04.18) ... Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Setting up libxml2:amd64 (2.9.10+dfsg-5ubuntu0.20.04.10) ... Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Setting up libpython3-stdlib:amd64 (3.8.2-0ubuntu2) ... Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Setting up automake (1:1.16.1-4ubuntu6) ... Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": update-alternatives: using /usr/bin/automake-1.16 to provide /usr/bin/automake (automake) in auto mode Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": 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-cde41099-2bcc-4b21-b701-f28e240d26b8": 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-cde41099-2bcc-4b21-b701-f28e240d26b8": Setting up libtool (2.4.6-14) ... Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Setting up python3 (3.8.2-0ubuntu2) ... Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Setting up libltdl-dev:amd64 (2.4.6-14) ... Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Setting up shared-mime-info (1.15-1) ... Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Setting up python-is-python3 (3.8.2-4) ... Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Processing triggers for libc-bin (2.31-0ubuntu9.18) ... Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Removing intermediate container 4c853911e1c5 Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": ---> d2cc6e23481e Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Step 3/5 : RUN git clone https://github.com/khronosgroup/glslang glslang Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": ---> Running in 9565d1f3c203 Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Cloning into 'glslang'... Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Removing intermediate container 9565d1f3c203 Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": ---> 13983f32cbb3 Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Step 4/5 : COPY *_fuzzer.cc *.sh $SRC/ Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": ---> 5a87e16578d1 Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Step 5/5 : WORKDIR $SRC/glslang Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": ---> Running in 3adfbf6972b8 Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Removing intermediate container 3adfbf6972b8 Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": ---> 45396ba3a0f9 Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Successfully built 45396ba3a0f9 Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Successfully tagged gcr.io/oss-fuzz/glslang:latest Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8": Successfully tagged us-central1-docker.pkg.dev/oss-fuzz/unsafe/glslang:latest Finished Step #1 - "build-cde41099-2bcc-4b21-b701-f28e240d26b8" Starting Step #2 - "srcmap" Step #2 - "srcmap": Already have image: gcr.io/oss-fuzz/glslang Step #2 - "srcmap": ++ tempfile Step #2 - "srcmap": + SRCMAP=/tmp/fileUw5SRO 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=0e43b162790e742a90057fa65b615b8491a087c4 Step #2 - "srcmap": + jq_inplace /tmp/fileUw5SRO '."/src/glslang" = { type: "git", url: "https://github.com/khronosgroup/glslang", rev: "0e43b162790e742a90057fa65b615b8491a087c4" }' Step #2 - "srcmap": ++ tempfile Step #2 - "srcmap": + F=/tmp/fileNK8Wyd Step #2 - "srcmap": + cat /tmp/fileUw5SRO Step #2 - "srcmap": + jq '."/src/glslang" = { type: "git", url: "https://github.com/khronosgroup/glslang", rev: "0e43b162790e742a90057fa65b615b8491a087c4" }' Step #2 - "srcmap": + mv /tmp/fileNK8Wyd /tmp/fileUw5SRO 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/fileUw5SRO Step #2 - "srcmap": + rm /tmp/fileUw5SRO 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": "0e43b162790e742a90057fa65b615b8491a087c4" 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": CMake Deprecation Warning at CMakeLists.txt:111 (message): Step #3 - "compile-libfuzzer-coverage-x86_64": ENABLE_HLSL is deprecated. The HLSL front-end will be removed in a future Step #3 - "compile-libfuzzer-coverage-x86_64": major release of glslang. See Step #3 - "compile-libfuzzer-coverage-x86_64": https://github.com/KhronosGroup/glslang/issues/4210 for details. Step #3 - "compile-libfuzzer-coverage-x86_64": Step #3 - "compile-libfuzzer-coverage-x86_64":  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 (0.8s) 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[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 -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/glslang-default-resource-limits.dir/DependInfo.cmake "--color=" Step #3 - "compile-libfuzzer-coverage-x86_64": make[2]: Entering directory '/src/glslang/build' 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: 0080ba77da4f: Already exists Step #4: ba15b34d2160: Already exists Step #4: 755e96391592: Pulling fs layer Step #4: cc42a684cc86: Pulling fs layer Step #4: cf2e8929c5d2: Pulling fs layer Step #4: c8181fa11e67: Pulling fs layer Step #4: 27c36f21ce6c: Pulling fs layer Step #4: 5054ea471fa9: Pulling fs layer Step #4: d6250e629dd4: Pulling fs layer Step #4: 27e64bf5af43: Pulling fs layer Step #4: c5ff56ffb0e4: Pulling fs layer Step #4: 8fb0b5be246f: Pulling fs layer Step #4: 476d1bd54eba: Pulling fs layer Step #4: b65bb9c2b3ee: Pulling fs layer Step #4: d6250e629dd4: Waiting Step #4: 7f20d5b45eae: Pulling fs layer Step #4: 27e64bf5af43: Waiting Step #4: ed78c72f0edc: Pulling fs layer Step #4: 28420101279a: Pulling fs layer Step #4: c5ff56ffb0e4: Waiting Step #4: 8fb0b5be246f: Waiting Step #4: b65bb9c2b3ee: Waiting Step #4: 1e91a5bf9d06: Pulling fs layer Step #4: 7f20d5b45eae: Waiting Step #4: 28420101279a: Waiting Step #4: c7997b4917ac: Pulling fs layer Step #4: 1e91a5bf9d06: Waiting Step #4: 53dc9df53f1f: Pulling fs layer Step #4: dfd94ecde904: Pulling fs layer Step #4: 53dc9df53f1f: Waiting Step #4: bdd9722b34e4: Pulling fs layer Step #4: dfd94ecde904: Waiting Step #4: 3b47b475d1e5: Pulling fs layer Step #4: c7997b4917ac: Waiting Step #4: bdd9722b34e4: Waiting Step #4: e9487f394bbf: Pulling fs layer Step #4: fdd56c8ed1fe: Pulling fs layer Step #4: 3b47b475d1e5: Waiting Step #4: b9bc039bd211: Pulling fs layer Step #4: c01e504f77ea: Pulling fs layer Step #4: e9487f394bbf: Waiting Step #4: fdd56c8ed1fe: Waiting Step #4: c01e504f77ea: Waiting Step #4: cf2e8929c5d2: Verifying Checksum Step #4: cf2e8929c5d2: Download complete Step #4: 27c36f21ce6c: Verifying Checksum Step #4: 27c36f21ce6c: Download complete Step #4: 755e96391592: Verifying Checksum Step #4: 755e96391592: Download complete Step #4: c8181fa11e67: Verifying Checksum Step #4: c8181fa11e67: Download complete Step #4: cc42a684cc86: Download complete Step #4: 27e64bf5af43: Verifying Checksum Step #4: 27e64bf5af43: Download complete Step #4: d6250e629dd4: Verifying Checksum Step #4: d6250e629dd4: Download complete Step #4: 755e96391592: Pull complete Step #4: c5ff56ffb0e4: Download complete Step #4: 476d1bd54eba: Verifying Checksum Step #4: 476d1bd54eba: Download complete Step #4: 7f20d5b45eae: Download complete Step #4: b65bb9c2b3ee: Verifying Checksum Step #4: b65bb9c2b3ee: Download complete Step #4: 5054ea471fa9: Verifying Checksum Step #4: 5054ea471fa9: Download complete Step #4: cc42a684cc86: Pull complete Step #4: 28420101279a: Download complete Step #4: c7997b4917ac: Verifying Checksum Step #4: c7997b4917ac: Download complete Step #4: cf2e8929c5d2: Pull complete Step #4: 53dc9df53f1f: Download complete Step #4: 8fb0b5be246f: Download complete Step #4: 3b47b475d1e5: Verifying Checksum Step #4: 3b47b475d1e5: Download complete Step #4: bdd9722b34e4: Verifying Checksum Step #4: bdd9722b34e4: Download complete Step #4: c8181fa11e67: Pull complete Step #4: fdd56c8ed1fe: Verifying Checksum Step #4: fdd56c8ed1fe: Download complete Step #4: 27c36f21ce6c: Pull complete Step #4: e9487f394bbf: Verifying Checksum Step #4: e9487f394bbf: Download complete Step #4: c01e504f77ea: Verifying Checksum Step #4: c01e504f77ea: Download complete Step #4: ed78c72f0edc: Verifying Checksum Step #4: ed78c72f0edc: Download complete Step #4: dfd94ecde904: Verifying Checksum Step #4: dfd94ecde904: Download complete Step #4: b9bc039bd211: Verifying Checksum Step #4: b9bc039bd211: Download complete Step #4: 1e91a5bf9d06: Verifying Checksum Step #4: 1e91a5bf9d06: Download complete Step #4: 5054ea471fa9: Pull complete Step #4: d6250e629dd4: Pull complete Step #4: 27e64bf5af43: Pull complete Step #4: c5ff56ffb0e4: Pull complete Step #4: 8fb0b5be246f: Pull complete Step #4: 476d1bd54eba: Pull complete Step #4: b65bb9c2b3ee: Pull complete Step #4: 7f20d5b45eae: Pull complete Step #4: ed78c72f0edc: Pull complete Step #4: 28420101279a: Pull complete Step #4: 1e91a5bf9d06: Pull complete Step #4: c7997b4917ac: Pull complete Step #4: 53dc9df53f1f: Pull complete Step #4: dfd94ecde904: Pull complete Step #4: bdd9722b34e4: Pull complete Step #4: 3b47b475d1e5: Pull complete Step #4: e9487f394bbf: Pull complete Step #4: fdd56c8ed1fe: Pull complete Step #4: b9bc039bd211: Pull complete Step #4: c01e504f77ea: Pull complete Step #4: Digest: sha256:63b9e5b74942040e292a43e85778b8728888d62c735991ccfbd0318ed83f3ac7 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: 2070254004 Step #5: INFO: Loaded 1 modules (12 inline 8-bit counters): 12 [0x55fb1fdf9918, 0x55fb1fdf9924), Step #5: INFO: Loaded 1 PC tables (12 PCs): 12 [0x55fb1fdf9928,0x55fb1fdf99e8), Step #5: MERGE-OUTER: 1987 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: 2070274544 Step #5: INFO: Loaded 1 modules (12 inline 8-bit counters): 12 [0x55d190aa9918, 0x55d190aa9924), Step #5: INFO: Loaded 1 PC tables (12 PCs): 12 [0x55d190aa9928,0x55d190aa99e8), 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: 1987 total files; 0 processed earlier; will process 1987 files now Step #5: #1 pulse cov: 5 ft: 5 exec/s: 0 rss: 39Mb Step #5: #2 pulse cov: 5 ft: 5 exec/s: 0 rss: 57Mb Step #5: #4 pulse cov: 5 ft: 5 exec/s: 0 rss: 57Mb Step #5: #8 pulse cov: 5 ft: 5 exec/s: 8 rss: 57Mb Step #5: #16 pulse cov: 5 ft: 5 exec/s: 8 rss: 57Mb Step #5: #32 pulse cov: 5 ft: 5 exec/s: 8 rss: 57Mb Step #5: #64 pulse cov: 5 ft: 5 exec/s: 6 rss: 57Mb Step #5: #128 pulse cov: 5 ft: 5 exec/s: 6 rss: 57Mb Step #5: #256 pulse cov: 5 ft: 5 exec/s: 6 rss: 57Mb Step #5: #512 pulse cov: 5 ft: 5 exec/s: 6 rss: 70Mb Step #5: Unable to parse built-ins Step #5: ERROR: 0:426: 'double' : not supported with this profile: none Step #5: ERROR: 0:426: '' : 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: vector radians(vector); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: vector degrees(vector); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: vector sin(vector); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: vector cos(vector); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: vector tan(vector); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: vector asin(vector); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: vector acos(vector); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: vector atan(vector,vector); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: vector atan(vector); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: vector pow(vector,vector); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: vector exp(vector); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: vector log(vector); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: vector exp2(vector); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: vector log2(vector); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: vector sqrt(vector); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: vector inversesqrt(vector); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: vector abs(vector); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: vector sign(vector); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: vector floor(vector); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: vector ceil(vector); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: vector fract(vector); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: vector mod(vector,vector); Step #5: vector mod(vector,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: vector min(vector,vector); Step #5: vector min(vector,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: vector max(vector,vector); Step #5: vector max(vector,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: vector clamp(vector,vector,vector); Step #5: vector clamp(vector,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: vector mix(vector,vector,vector); Step #5: vector mix(vector,vector,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: vector step(vector,vector); Step #5: vector step(float,vector); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: vector smoothstep(vector,vector,vector); Step #5: vector smoothstep(float,float,vector); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: vector normalize(vector); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: vector faceforward(vector,vector,vector); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: vector reflect(vector,vector); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: vector refract(vector,vector,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float length(vector); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float distance(vector,vector); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: float dot(vector,vector); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: vector lessThan(vector,vector); Step #5: vector lessThan(vector,vector); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: vector lessThanEqual(vector,vector); Step #5: vector lessThanEqual(vector,vector); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: vector greaterThan(vector,vector); Step #5: vector greaterThan(vector,vector); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: vector greaterThanEqual(vector,vector); Step #5: vector greaterThanEqual(vector,vector); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: vector equal(vector,vector); Step #5: vector equal(vector,vector); Step #5: vector equal(vector,vector); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: vector notEqual(vector,vector); Step #5: vector notEqual(vector,vector); Step #5: vector notEqual(vector,vector); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool any(vector); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bool all(vector); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: vector not(vector); Step #5: float sinh(float); Step #5: vec2 sinh(vec2); Step #5: vec3 sinh(vec3); Step #5: vec4 sinh(vec4); Step #5: vector sinh(vector); Step #5: float cosh(float); Step #5: vec2 cosh(vec2); Step #5: vec3 cosh(vec3); Step #5: vec4 cosh(vec4); Step #5: vector cosh(vector); Step #5: float tanh(float); Step #5: vec2 tanh(vec2); Step #5: vec3 tanh(vec3); Step #5: vec4 tanh(vec4); Step #5: vector tanh(vector); Step #5: float asinh(float); Step #5: vec2 asinh(vec2); Step #5: vec3 asinh(vec3); Step #5: vec4 asinh(vec4); Step #5: vector asinh(vector); Step #5: float acosh(float); Step #5: vec2 acosh(vec2); Step #5: vec3 acosh(vec3); Step #5: vec4 acosh(vec4); Step #5: vector acosh(vector); Step #5: float atanh(float); Step #5: vec2 atanh(vec2); Step #5: vec3 atanh(vec3); Step #5: vec4 atanh(vec4); Step #5: vector atanh(vector); Step #5: int abs(int); Step #5: ivec2 abs(ivec2); Step #5: ivec3 abs(ivec3); Step #5: ivec4 abs(ivec4); Step #5: vector abs(vector); Step #5: int sign(int); Step #5: ivec2 sign(ivec2); Step #5: ivec3 sign(ivec3); Step #5: ivec4 sign(ivec4); Step #5: vector sign(vector); Step #5: float trunc(float); Step #5: vec2 trunc(vec2); Step #5: vec3 trunc(vec3); Step #5: vec4 trunc(vec4); Step #5: vector trunc(vector); Step #5: float round(float); Step #5: vec2 round(vec2); Step #5: vec3 round(vec3); Step #5: vec4 round(vec4); Step #5: vector round(vector); Step #5: float roundEven(float); Step #5: vec2 roundEven(vec2); Step #5: vec3 roundEven(vec3); Step #5: vec4 roundEven(vec4); Step #5: vector roundEven(vector); 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: vector modf(vector,out vector); 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: vector min(vector,vector); Step #5: vector min(vector,vector); Step #5: vector min(vector,int); Step #5: vector min(vector,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: vector max(vector,vector); Step #5: vector max(vector,vector); Step #5: vector max(vector,int); Step #5: vector max(vector,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: vector clamp(vector,vector,vector); Step #5: vector clamp(vector,vector,vector); Step #5: vector clamp(vector,int,int); Step #5: vector clamp(vector,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: vector mix(vector,vector,vector); Step #5: bool isinf(float); Step #5: bvec2 isinf(vec2); Step #5: bvec3 isinf(vec3); Step #5: bvec4 isinf(vec4); Step #5: vector isinf(vector); Step #5: bool isnan(float); Step #5: bvec2 isnan(vec2); Step #5: bvec3 isnan(vec3); Step #5: bvec4 isnan(vec4); Step #5: vector isnan(vector); Step #5: bvec2 lessThan(uvec2,uvec2); Step #5: bvec3 lessThan(uvec3,uvec3); Step #5: bvec4 lessThan(uvec4,uvec4); Step #5: vector lessThan(vector,vector); Step #5: bvec2 lessThanEqual(uvec2,uvec2); Step #5: bvec3 lessThanEqual(uvec3,uvec3); Step #5: bvec4 lessThanEqual(uvec4,uvec4); Step #5: vector lessThanEqual(vector,vector); Step #5: bvec2 greaterThan(uvec2,uvec2); Step #5: bvec3 greaterThan(uvec3,uvec3); Step #5: bvec4 greaterThan(uvec4,uvec4); Step #5: vector greaterThan(vector,vector); Step #5: bvec2 greaterThanEqual(uvec2,uvec2); Step #5: bvec3 greaterThanEqual(uvec3,uvec3); Step #5: bvec4 greaterThanEqual(uvec4,uvec4); Step #5: vector greaterThanEqual(vector,vector); Step #5: bvec2 equal(uvec2,uvec2); Step #5: bvec3 equal(uvec3,uvec3); Step #5: bvec4 equal(uvec4,uvec4); Step #5: vector equal(vector,vector); Step #5: bvec2 notEqual(uvec2,uvec2); Step #5: bvec3 notEqual(uvec3,uvec3); Step #5: bvec4 notEqual(uvec4,uvec4); Step #5: vector notEqual(vector,vector); 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: bool subgroupAllEqual(vector); 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: vector subgroupBroadcast(vector, 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: vector subgroupBroadcastFirst(vector); 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: vector subgroupShuffle(vector, 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: vector subgroupShuffleXor(vector, 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: vector subgroupShuffleUp(vector, 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: vector subgroupShuffleDown(vector, 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: vector subgroupRotate(vector, 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: vector subgroupClusteredRotate(vector, 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: vector subgroupAdd(vector); 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: vector subgroupMul(vector); 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: vector subgroupMin(vector); 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: vector subgroupMax(vector); 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: vector subgroupAnd(vector); 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: vector subgroupOr(vector); 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: vector subgroupXor(vector); 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: vector subgroupInclusiveAdd(vector); 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: vector subgroupInclusiveMul(vector); 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: vector subgroupInclusiveMin(vector); 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: vector subgroupInclusiveMax(vector); 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: vector subgroupInclusiveAnd(vector); 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: vector subgroupInclusiveOr(vector); 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: vector subgroupInclusiveXor(vector); 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: vector subgroupExclusiveAdd(vector); 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: vector subgroupExclusiveMul(vector); 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: vector subgroupExclusiveMin(vector); 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: vector subgroupExclusiveMax(vector); 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: vector subgroupExclusiveAnd(vector); 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: vector subgroupExclusiveOr(vector); 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: vector subgroupExclusiveXor(vector); 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: vector subgroupClusteredAdd(vector, 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: vector subgroupClusteredMul(vector, 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: vector subgroupClusteredMin(vector, 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: vector subgroupClusteredMax(vector, 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: vector subgroupClusteredAnd(vector, 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: vector subgroupClusteredOr(vector, 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: vector subgroupClusteredXor(vector, 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: vector subgroupQuadBroadcast(vector, 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: vector subgroupQuadSwapHorizontal(vector); 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: vector subgroupQuadSwapVertical(vector); 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: vector subgroupQuadSwapDiagonal(vector); 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: uvec4 subgroupPartitionNV(vector); 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: vector subgroupPartitionedAddNV(vector, 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: vector subgroupPartitionedMulNV(vector, 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: vector subgroupPartitionedMinNV(vector, 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: vector subgroupPartitionedMaxNV(vector, 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: vector subgroupPartitionedAndNV(vector, 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: vector subgroupPartitionedOrNV(vector, 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: vector subgroupPartitionedXorNV(vector, 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: vector subgroupPartitionedInclusiveAddNV(vector, 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: vector subgroupPartitionedInclusiveMulNV(vector, 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: vector subgroupPartitionedInclusiveMinNV(vector, 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: vector subgroupPartitionedInclusiveMaxNV(vector, 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: vector subgroupPartitionedInclusiveAndNV(vector, 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: vector subgroupPartitionedInclusiveOrNV(vector, 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: vector subgroupPartitionedInclusiveXorNV(vector, 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: vector subgroupPartitionedExclusiveAddNV(vector, 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: vector subgroupPartitionedExclusiveMulNV(vector, 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: vector subgroupPartitionedExclusiveMinNV(vector, 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: vector subgroupPartitionedExclusiveMaxNV(vector, 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: vector subgroupPartitionedExclusiveAndNV(vector, 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: vector subgroupPartitionedExclusiveOrNV(vector, 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: vector subgroupPartitionedExclusiveXorNV(vector, 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: void abortEXT(); 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: 0:426: 'double' : not supported with this profile: none Step #5: ERROR: 0:426: '' : 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: vector radians(vector); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: vector degrees(vector); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: vector sin(vector); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: vector cos(vector); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: vector tan(vector); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: vector asin(vector); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: vector acos(vector); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: vector atan(vector,vector); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: vector atan(vector); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: vector pow(vector,vector); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: vector exp(vector); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: vector log(vector); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: vector exp2(vector); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: vector log2(vector); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: vector sqrt(vector); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: vector inversesqrt(vector); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: vector abs(vector); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: vector sign(vector); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: vector floor(vector); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: vector ceil(vector); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: vector fract(vector); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: vector mod(vector,vector); Step #5: vector mod(vector,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: vector min(vector,vector); Step #5: vector min(vector,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: vector max(vector,vector); Step #5: vector max(vector,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: vector clamp(vector,vector,vector); Step #5: vector clamp(vector,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: vector mix(vector,vector,vector); Step #5: vector mix(vector,vector,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: vector step(vector,vector); Step #5: vector step(float,vector); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: vector smoothstep(vector,vector,vector); Step #5: vector smoothstep(float,float,vector); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: vector normalize(vector); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: vector faceforward(vector,vector,vector); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: vector reflect(vector,vector); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: vector refract(vector,vector,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float length(vector); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float distance(vector,vector); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: float dot(vector,vector); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: vector lessThan(vector,vector); Step #5: vector lessThan(vector,vector); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: vector lessThanEqual(vector,vector); Step #5: vector lessThanEqual(vector,vector); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: vector greaterThan(vector,vector); Step #5: vector greaterThan(vector,vector); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: vector greaterThanEqual(vector,vector); Step #5: vector greaterThanEqual(vector,vector); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: vector equal(vector,vector); Step #5: vector equal(vector,vector); Step #5: vector equal(vector,vector); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: vector notEqual(vector,vector); Step #5: vector notEqual(vector,vector); Step #5: vector notEqual(vector,vector); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool any(vector); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bool all(vector); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: vector not(vector); Step #5: float sinh(float); Step #5: vec2 sinh(vec2); Step #5: vec3 sinh(vec3); Step #5: vec4 sinh(vec4); Step #5: vector sinh(vector); Step #5: float cosh(float); Step #5: vec2 cosh(vec2); Step #5: vec3 cosh(vec3); Step #5: vec4 cosh(vec4); Step #5: vector cosh(vector); Step #5: float tanh(float); Step #5: vec2 tanh(vec2); Step #5: vec3 tanh(vec3); Step #5: vec4 tanh(vec4); Step #5: vector tanh(vector); Step #5: float asinh(float); Step #5: vec2 asinh(vec2); Step #5: vec3 asinh(vec3); Step #5: vec4 asinh(vec4); Step #5: vector asinh(vector); Step #5: float acosh(float); Step #5: vec2 acosh(vec2); Step #5: vec3 acosh(vec3); Step #5: vec4 acosh(vec4); Step #5: vector acosh(vector); Step #5: float atanh(float); Step #5: vec2 atanh(vec2); Step #5: vec3 atanh(vec3); Step #5: vec4 atanh(vec4); Step #5: vector atanh(vector); Step #5: int abs(int); Step #5: ivec2 abs(ivec2); Step #5: ivec3 abs(ivec3); Step #5: ivec4 abs(ivec4); Step #5: vector abs(vector); Step #5: int sign(int); Step #5: ivec2 sign(ivec2); Step #5: ivec3 sign(ivec3); Step #5: ivec4 sign(ivec4); Step #5: vector sign(vector); Step #5: float trunc(float); Step #5: vec2 trunc(vec2); Step #5: vec3 trunc(vec3); Step #5: vec4 trunc(vec4); Step #5: vector trunc(vector); Step #5: float round(float); Step #5: vec2 round(vec2); Step #5: vec3 round(vec3); Step #5: vec4 round(vec4); Step #5: vector round(vector); Step #5: float roundEven(float); Step #5: vec2 roundEven(vec2); Step #5: vec3 roundEven(vec3); Step #5: vec4 roundEven(vec4); Step #5: vector roundEven(vector); 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: vector modf(vector,out vector); 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: vector min(vector,vector); Step #5: vector min(vector,vector); Step #5: vector min(vector,int); Step #5: vector min(vector,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: vector max(vector,vector); Step #5: vector max(vector,vector); Step #5: vector max(vector,int); Step #5: vector max(vector,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: vector clamp(vector,vector,vector); Step #5: vector clamp(vector,vector,vector); Step #5: vector clamp(vector,int,int); Step #5: vector clamp(vector,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: vector mix(vector,vector,vector); Step #5: bool isinf(float); Step #5: bvec2 isinf(vec2); Step #5: bvec3 isinf(vec3); Step #5: bvec4 isinf(vec4); Step #5: vector isinf(vector); Step #5: bool isnan(float); Step #5: bvec2 isnan(vec2); Step #5: bvec3 isnan(vec3); Step #5: bvec4 isnan(vec4); Step #5: vector isnan(vector); Step #5: bvec2 lessThan(uvec2,uvec2); Step #5: bvec3 lessThan(uvec3,uvec3); Step #5: bvec4 lessThan(uvec4,uvec4); Step #5: vector lessThan(vector,vector); Step #5: bvec2 lessThanEqual(uvec2,uvec2); Step #5: bvec3 lessThanEqual(uvec3,uvec3); Step #5: bvec4 lessThanEqual(uvec4,uvec4); Step #5: vector lessThanEqual(vector,vector); Step #5: bvec2 greaterThan(uvec2,uvec2); Step #5: bvec3 greaterThan(uvec3,uvec3); Step #5: bvec4 greaterThan(uvec4,uvec4); Step #5: vector greaterThan(vector,vector); Step #5: bvec2 greaterThanEqual(uvec2,uvec2); Step #5: bvec3 greaterThanEqual(uvec3,uvec3); Step #5: bvec4 greaterThanEqual(uvec4,uvec4); Step #5: vector greaterThanEqual(vector,vector); Step #5: bvec2 equal(uvec2,uvec2); Step #5: bvec3 equal(uvec3,uvec3); Step #5: bvec4 equal(uvec4,uvec4); Step #5: vector equal(vector,vector); Step #5: bvec2 notEqual(uvec2,uvec2); Step #5: bvec3 notEqual(uvec3,uvec3); Step #5: bvec4 notEqual(uvec4,uvec4); Step #5: vector notEqual(vector,vector); 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: bool subgroupAllEqual(vector); 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: vector subgroupBroadcast(vector, 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: vector subgroupBroadcastFirst(vector); 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: vector subgroupShuffle(vector, 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: vector subgroupShuffleXor(vector, 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: vector subgroupShuffleUp(vector, 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: vector subgroupShuffleDown(vector, 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: vector subgroupRotate(vector, 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: vector subgroupClusteredRotate(vector, 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: vector subgroupAdd(vector); 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: vector subgroupMul(vector); 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: vector subgroupMin(vector); 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: vector subgroupMax(vector); 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: vector subgroupAnd(vector); 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: vector subgroupOr(vector); 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: vector subgroupXor(vector); 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: vector subgroupInclusiveAdd(vector); 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: vector subgroupInclusiveMul(vector); 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: vector subgroupInclusiveMin(vector); 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: vector subgroupInclusiveMax(vector); 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: vector subgroupInclusiveAnd(vector); 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: vector subgroupInclusiveOr(vector); 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: vector subgroupInclusiveXor(vector); 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: vector subgroupExclusiveAdd(vector); 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: vector subgroupExclusiveMul(vector); 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: vector subgroupExclusiveMin(vector); 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: vector subgroupExclusiveMax(vector); 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: vector subgroupExclusiveAnd(vector); 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: vector subgroupExclusiveOr(vector); 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: vector subgroupExclusiveXor(vector); 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: vector subgroupClusteredAdd(vector, 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: vector subgroupClusteredMul(vector, 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: vector subgroupClusteredMin(vector, 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: vector subgroupClusteredMax(vector, 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: vector subgroupClusteredAnd(vector, 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: vector subgroupClusteredOr(vector, 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: vector subgroupClusteredXor(vector, 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: vector subgroupQuadBroadcast(vector, 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: vector subgroupQuadSwapHorizontal(vector); 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: vector subgroupQuadSwapVertical(vector); 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: vector subgroupQuadSwapDiagonal(vector); 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: uvec4 subgroupPartitionNV(vector); 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: vector subgroupPartitionedAddNV(vector, 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: vector subgroupPartitionedMulNV(vector, 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: vector subgroupPartitionedMinNV(vector, 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: vector subgroupPartitionedMaxNV(vector, 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: vector subgroupPartitionedAndNV(vector, 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: vector subgroupPartitionedOrNV(vector, 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: vector subgroupPartitionedXorNV(vector, 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: vector subgroupPartitionedInclusiveAddNV(vector, 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: vector subgroupPartitionedInclusiveMulNV(vector, 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: vector subgroupPartitionedInclusiveMinNV(vector, 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: vector subgroupPartitionedInclusiveMaxNV(vector, 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: vector subgroupPartitionedInclusiveAndNV(vector, 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: vector subgroupPartitionedInclusiveOrNV(vector, 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: vector subgroupPartitionedInclusiveXorNV(vector, 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: vector subgroupPartitionedExclusiveAddNV(vector, 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: vector subgroupPartitionedExclusiveMulNV(vector, 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: vector subgroupPartitionedExclusiveMinNV(vector, 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: vector subgroupPartitionedExclusiveMaxNV(vector, 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: vector subgroupPartitionedExclusiveAndNV(vector, 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: vector subgroupPartitionedExclusiveOrNV(vector, 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: vector subgroupPartitionedExclusiveXorNV(vector, 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: void abortEXT(); 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: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, e#1024 pulse cov: 5 ft: 5 exec/s: 6 rss: 70Mb Step #5: xpecting 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:428: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: vector radians(vector); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: vector degrees(vector); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: vector sin(vector); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: vector cos(vector); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: vector tan(vector); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: vector asin(vector); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: vector acos(vector); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: vector atan(vector,vector); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: vector atan(vector); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: vector pow(vector,vector); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: vector exp(vector); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: vector log(vector); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: vector exp2(vector); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: vector log2(vector); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: vector sqrt(vector); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: vector inversesqrt(vector); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: vector abs(vector); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: vector sign(vector); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: vector floor(vector); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: vector ceil(vector); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: vector fract(vector); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: vector mod(vector,vector); Step #5: vector mod(vector,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: vector min(vector,vector); Step #5: vector min(vector,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: vector max(vector,vector); Step #5: vector max(vector,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: vector clamp(vector,vector,vector); Step #5: vector clamp(vector,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: vector mix(vector,vector,vector); Step #5: vector mix(vector,vector,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: vector step(vector,vector); Step #5: vector step(float,vector); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: vector smoothstep(vector,vector,vector); Step #5: vector smoothstep(float,float,vector); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: vector normalize(vector); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: vector faceforward(vector,vector,vector); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: vector reflect(vector,vector); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: vector refract(vector,vector,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float length(vector); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float distance(vector,vector); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: float dot(vector,vector); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: vector lessThan(vector,vector); Step #5: vector lessThan(vector,vector); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: vector lessThanEqual(vector,vector); Step #5: vector lessThanEqual(vector,vector); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: vector greaterThan(vector,vector); Step #5: vector greaterThan(vector,vector); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: vector greaterThanEqual(vector,vector); Step #5: vector greaterThanEqual(vector,vector); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: vector equal(vector,vector); Step #5: vector equal(vector,vector); Step #5: vector equal(vector,vector); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: vector notEqual(vector,vector); Step #5: vector notEqual(vector,vector); Step #5: vector notEqual(vector,vector); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool any(vector); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bool all(vector); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: vector not(vector); Step #5: float sinh(float); Step #5: vec2 sinh(vec2); Step #5: vec3 sinh(vec3); Step #5: vec4 sinh(vec4); Step #5: vector sinh(vector); Step #5: float cosh(float); Step #5: vec2 cosh(vec2); Step #5: vec3 cosh(vec3); Step #5: vec4 cosh(vec4); Step #5: vector cosh(vector); Step #5: float tanh(float); Step #5: vec2 tanh(vec2); Step #5: vec3 tanh(vec3); Step #5: vec4 tanh(vec4); Step #5: vector tanh(vector); Step #5: float asinh(float); Step #5: vec2 asinh(vec2); Step #5: vec3 asinh(vec3); Step #5: vec4 asinh(vec4); Step #5: vector asinh(vector); Step #5: float acosh(float); Step #5: vec2 acosh(vec2); Step #5: vec3 acosh(vec3); Step #5: vec4 acosh(vec4); Step #5: vector acosh(vector); Step #5: float atanh(float); Step #5: vec2 atanh(vec2); Step #5: vec3 atanh(vec3); Step #5: vec4 atanh(vec4); Step #5: vector atanh(vector); Step #5: int abs(int); Step #5: ivec2 abs(ivec2); Step #5: ivec3 abs(ivec3); Step #5: ivec4 abs(ivec4); Step #5: vector abs(vector); Step #5: int sign(int); Step #5: ivec2 sign(ivec2); Step #5: ivec3 sign(ivec3); Step #5: ivec4 sign(ivec4); Step #5: vector sign(vector); Step #5: float trunc(float); Step #5: vec2 trunc(vec2); Step #5: vec3 trunc(vec3); Step #5: vec4 trunc(vec4); Step #5: vector trunc(vector); Step #5: float round(float); Step #5: vec2 round(vec2); Step #5: vec3 round(vec3); Step #5: vec4 round(vec4); Step #5: vector round(vector); Step #5: float roundEven(float); Step #5: vec2 roundEven(vec2); Step #5: vec3 roundEven(vec3); Step #5: vec4 roundEven(vec4); Step #5: vector roundEven(vector); 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: vector modf(vector,out vector); 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: vector min(vector,vector); Step #5: vector min(vector,vector); Step #5: vector min(vector,int); Step #5: vector min(vector,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: vector max(vector,vector); Step #5: vector max(vector,vector); Step #5: vector max(vector,int); Step #5: vector max(vector,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: vector clamp(vector,vector,vector); Step #5: vector clamp(vector,vector,vector); Step #5: vector clamp(vector,int,int); Step #5: vector clamp(vector,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: vector mix(vector,vector,vector); Step #5: bool isinf(float); Step #5: bvec2 isinf(vec2); Step #5: bvec3 isinf(vec3); Step #5: bvec4 isinf(vec4); Step #5: vector isinf(vector); Step #5: bool isnan(float); Step #5: bvec2 isnan(vec2); Step #5: bvec3 isnan(vec3); Step #5: bvec4 isnan(vec4); Step #5: vector isnan(vector); Step #5: bvec2 lessThan(uvec2,uvec2); Step #5: bvec3 lessThan(uvec3,uvec3); Step #5: bvec4 lessThan(uvec4,uvec4); Step #5: vector lessThan(vector,vector); Step #5: bvec2 lessThanEqual(uvec2,uvec2); Step #5: bvec3 lessThanEqual(uvec3,uvec3); Step #5: bvec4 lessThanEqual(uvec4,uvec4); Step #5: vector lessThanEqual(vector,vector); Step #5: bvec2 greaterThan(uvec2,uvec2); Step #5: bvec3 greaterThan(uvec3,uvec3); Step #5: bvec4 greaterThan(uvec4,uvec4); Step #5: vector greaterThan(vector,vector); Step #5: bvec2 greaterThanEqual(uvec2,uvec2); Step #5: bvec3 greaterThanEqual(uvec3,uvec3); Step #5: bvec4 greaterThanEqual(uvec4,uvec4); Step #5: vector greaterThanEqual(vector,vector); Step #5: bvec2 equal(uvec2,uvec2); Step #5: bvec3 equal(uvec3,uvec3); Step #5: bvec4 equal(uvec4,uvec4); Step #5: vector equal(vector,vector); Step #5: bvec2 notEqual(uvec2,uvec2); Step #5: bvec3 notEqual(uvec3,uvec3); Step #5: bvec4 notEqual(uvec4,uvec4); Step #5: vector notEqual(vector,vector); 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: 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: 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: 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 memoryBarrier();void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); 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: 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: vec4 texelFetch(texture1D,int,int); Step #5: vec4 texelFetchOffset(texture1D,int,int,int); Step #5: int textureSize(texture1D,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: ivec4 texelFetch(itexture1D,int,int); Step #5: ivec4 texelFetchOffset(itexture1D,int,int,int); Step #5: int textureSize(itexture1D,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: uvec4 texelFetch(utexture1D,int,int); Step #5: uvec4 texelFetchOffset(utexture1D,int,int,int); Step #5: int textureSize(utexture1D,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: vec4 texelFetch(texture2D,ivec2,int); Step #5: vec4 texelFetchOffset(texture2D,ivec2,int,ivec2); Step #5: ivec2 textureSize(texture2D,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: ivec4 texelFetch(itexture2D,ivec2,int); Step #5: ivec4 texelFetchOffset(itexture2D,ivec2,int,ivec2); Step #5: ivec2 textureSize(itexture2D,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: uvec4 texelFetch(utexture2D,ivec2,int); Step #5: uvec4 texelFetchOffset(utexture2D,ivec2,int,ivec2); Step #5: ivec2 textureSize(utexture2D,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: vec4 texelFetch(texture3D,ivec3,int); Step #5: vec4 texelFetchOffset(texture3D,ivec3,int,ivec3); Step #5: ivec3 textureSize(texture3D,int); 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: ivec4 texelFetch(itexture3D,ivec3,int); Step #5: ivec4 texelFetchOffset(itexture3D,ivec3,int,ivec3); Step #5: ivec3 textureSize(itexture3D,int); 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: uvec4 texelFetch(utexture3D,ivec3,int); Step #5: uvec4 texelFetchOffset(utexture3D,ivec3,int,ivec3); Step #5: ivec3 textureSize(utexture3D,int); 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(textureCube,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(itextureCube,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(utextureCube,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: vec4 texelFetch(texture2DRect,ivec2); Step #5: vec4 texelFetchOffset(texture2DRect,ivec2,ivec2); Step #5: ivec2 textureSize(texture2DRect); 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: vec4 texelFetch(texture1DArray,ivec2,int); Step #5: vec4 texelFetchOffset(texture1DArray,ivec2,int,int); Step #5: ivec2 textureSize(texture1DArray,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: ivec4 texelFetch(itexture1DArray,ivec2,int); Step #5: ivec4 texelFetchOffset(itexture1DArray,ivec2,int,int); Step #5: ivec2 textureSize(itexture1DArray,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: uvec4 texelFetch(utexture1DArray,ivec2,int); Step #5: uvec4 texelFetchOffset(utexture1DArray,ivec2,int,int); Step #5: ivec2 textureSize(utexture1DArray,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: vec4 texelFetch(texture2DArray,ivec3,int); Step #5: vec4 texelFetchOffset(texture2DArray,ivec3,int,ivec2); Step #5: ivec3 textureSize(texture2DArray,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: ivec4 texelFetch(itexture2DArray,ivec3,int); Step #5: ivec4 texelFetchOffset(itexture2DArray,ivec3,int,ivec2); Step #5: ivec3 textureSize(itexture2DArray,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: uvec4 texelFetch(utexture2DArray,ivec3,int); Step #5: uvec4 texelFetchOffset(utexture2DArray,ivec3,int,ivec2); Step #5: ivec3 textureSize(utexture2DArray,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(textureCubeArray,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(itextureCubeArray,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: ivec3 textureSize(utextureCubeArray,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: 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: Step #5: Unable to parse built-ins Step #5: ERROR: 0:428: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:16: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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;in float gl_ClipDistance[];in float gl_FogFragCoord;in vec4 gl_TexCoord[];in vec4 gl_Color;in vec4 gl_SecondaryColor;flat in int gl_SampleID; in vec2 gl_SamplePosition; out int gl_SampleMask[];uniform int gl_NumSamples; 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: 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: 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: 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: 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: 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: 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: 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: 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: vec4 texture(samplerCube,vec3,float); Step #5: ivec4 texture(isamplerCube,vec3,float); Step #5: uvec4 texture(usamplerCube,vec3,float); Step #5: vec4 subpassLoad(subpassInput); Step #5: ivec4 subpassLoad(isubpassInput); Step #5: uvec4 subpassLoad(usubpassInput); Step #5: vec4 texture(sampler1DArray,vec2,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int,float); Step #5: ivec4 texture(isampler1DArray,vec2,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int,float); Step #5: uvec4 texture(usampler1DArray,vec2,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int,float); Step #5: vec4 texture(sampler2DArray,vec3,float); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2,float); Step #5: ivec4 texture(isampler2DArray,vec3,float); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2,float); Step #5: uvec4 texture(usampler2DArray,vec3,float); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2,float); Step #5: vec4 texture(samplerCubeArray,vec4,float); Step #5: ivec4 texture(isamplerCubeArray,vec4,float); Step #5: uvec4 texture(usamplerCubeArray,vec4,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: 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: float texture(samplerCubeShadow,vec4,float); Step #5: float texture(sampler1DArrayShadow,vec3,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int,float); Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:440: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: vector radians(vector); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: vector degrees(vector); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: vector sin(vector); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: vector cos(vector); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: vector tan(vector); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: vector asin(vector); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: vector acos(vector); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: vector atan(vector,vector); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: vector atan(vector); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: vector pow(vector,vector); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: vector exp(vector); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: vector log(vector); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: vector exp2(vector); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: vector log2(vector); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: vector sqrt(vector); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: vector inversesqrt(vector); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: vector abs(vector); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: vector sign(vector); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: vector floor(vector); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: vector ceil(vector); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: vector fract(vector); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: vector mod(vector,vector); Step #5: vector mod(vector,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: vector min(vector,vector); Step #5: vector min(vector,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: vector max(vector,vector); Step #5: vector max(vector,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: vector clamp(vector,vector,vector); Step #5: vector clamp(vector,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: vector mix(vector,vector,vector); Step #5: vector mix(vector,vector,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: vector step(vector,vector); Step #5: vector step(float,vector); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: vector smoothstep(vector,vector,vector); Step #5: vector smoothstep(float,float,vector); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: vector normalize(vector); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: vector faceforward(vector,vector,vector); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: vector reflect(vector,vector); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: vector refract(vector,vector,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float length(vector); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float distance(vector,vector); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: float dot(vector,vector); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: vector lessThan(vector,vector); Step #5: vector lessThan(vector,vector); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: vector lessThanEqual(vector,vector); Step #5: vector lessThanEqual(vector,vector); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: vector greaterThan(vector,vector); Step #5: vector greaterThan(vector,vector); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: vector greaterThanEqual(vector,vector); Step #5: vector greaterThanEqual(vector,vector); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: vector equal(vector,vector); Step #5: vector equal(vector,vector); Step #5: vector equal(vector,vector); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: vector notEqual(vector,vector); Step #5: vector notEqual(vector,vector); Step #5: vector notEqual(vector,vector); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool any(vector); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bool all(vector); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: vector not(vector); Step #5: float sinh(float); Step #5: vec2 sinh(vec2); Step #5: vec3 sinh(vec3); Step #5: vec4 sinh(vec4); Step #5: vector sinh(vector); Step #5: float cosh(float); Step #5: vec2 cosh(vec2); Step #5: vec3 cosh(vec3); Step #5: vec4 cosh(vec4); Step #5: vector cosh(vector); Step #5: float tanh(float); Step #5: vec2 tanh(vec2); Step #5: vec3 tanh(vec3); Step #5: vec4 tanh(vec4); Step #5: vector tanh(vector); Step #5: float asinh(float); Step #5: vec2 asinh(vec2); Step #5: vec3 asinh(vec3); Step #5: vec4 asinh(vec4); Step #5: vector asinh(vector); Step #5: float acosh(float); Step #5: vec2 acosh(vec2); Step #5: vec3 acosh(vec3); Step #5: vec4 acosh(vec4); Step #5: vector acosh(vector); Step #5: float atanh(float); Step #5: vec2 atanh(vec2); Step #5: vec3 atanh(vec3); Step #5: vec4 atanh(vec4); Step #5: vector atanh(vector); Step #5: int abs(int); Step #5: ivec2 abs(ivec2); Step #5: ivec3 abs(ivec3); Step #5: ivec4 abs(ivec4); Step #5: vector abs(vector); Step #5: int sign(int); Step #5: ivec2 sign(ivec2); Step #5: ivec3 sign(ivec3); Step #5: ivec4 sign(ivec4); Step #5: vector sign(vector); Step #5: float trunc(float); Step #5: vec2 trunc(vec2); Step #5: vec3 trunc(vec3); Step #5: vec4 trunc(vec4); Step #5: vector trunc(vector); Step #5: float round(float); Step #5: vec2 round(vec2); Step #5: vec3 round(vec3); Step #5: vec4 round(vec4); Step #5: vector round(vector); Step #5: float roundEven(float); Step #5: vec2 roundEven(vec2); Step #5: vec3 roundEven(vec3); Step #5: vec4 roundEven(vec4); Step #5: vector roundEven(vector); 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: vector modf(vector,out vector); 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: vector min(vector,vector); Step #5: vector min(vector,vector); Step #5: vector min(vector,int); Step #5: vector min(vector,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: vector max(vector,vector); Step #5: vector max(vector,vector); Step #5: vector max(vector,int); Step #5: vector max(vector,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: vector clamp(vector,vector,vector); Step #5: vector clamp(vector,vector,vector); Step #5: vector clamp(vector,int,int); Step #5: vector clamp(vector,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: vector mix(vector,vector,vector); Step #5: bool isinf(float); Step #5: bvec2 isinf(vec2); Step #5: bvec3 isinf(vec3); Step #5: bvec4 isinf(vec4); Step #5: vector isinf(vector); Step #5: bool isnan(float); Step #5: bvec2 isnan(vec2); Step #5: bvec3 isnan(vec3); Step #5: bvec4 isnan(vec4); Step #5: vector isnan(vector); Step #5: bvec2 lessThan(uvec2,uvec2); Step #5: bvec3 lessThan(uvec3,uvec3); Step #5: bvec4 lessThan(uvec4,uvec4); Step #5: vector lessThan(vector,vector); Step #5: bvec2 lessThanEqual(uvec2,uvec2); Step #5: bvec3 lessThanEqual(uvec3,uvec3); Step #5: bvec4 lessThanEqual(uvec4,uvec4); Step #5: vector lessThanEqual(vector,vector); Step #5: bvec2 greaterThan(uvec2,uvec2); Step #5: bvec3 greaterThan(uvec3,uvec3); Step #5: bvec4 greaterThan(uvec4,uvec4); Step #5: vector greaterThan(vector,vector); Step #5: bvec2 greaterThanEqual(uvec2,uvec2); Step #5: bvec3 greaterThanEqual(uvec3,uvec3); Step #5: bvec4 greaterThanEqual(uvec4,uvec4); Step #5: vector greaterThanEqual(vector,vector); Step #5: bvec2 equal(uvec2,uvec2); Step #5: bvec3 equal(uvec3,uvec3); Step #5: bvec4 equal(uvec4,uvec4); Step #5: vector equal(vector,vector); Step #5: bvec2 notEqual(uvec2,uvec2); Step #5: bvec3 notEqual(uvec3,uvec3); Step #5: bvec4 notEqual(uvec4,uvec4); Step #5: vector notEqual(vector,vector); 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: vec4 texture2D(sampler2D, 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: 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: bool subgroupAllEqual(vector); 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: vector subgroupBroadcast(vector, 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: vector subgroupBroadcastFirst(vector); 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: vector subgroupShuffle(vector, 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: vector subgroupShuffleXor(vector, 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: vector subgroupShuffleUp(vector, 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: vector subgroupShuffleDown(vector, 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: vector subgroupRotate(vector, 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: vector subgroupClusteredRotate(vector, 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: vector subgroupAdd(vector); 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: vector subgroupMul(vector); 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: vector subgroupMin(vector); 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: vector subgroupMax(vector); 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: vector subgroupAnd(vector); 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: vector subgroupOr(vector); 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: vector subgroupXor(vector); 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: vector subgroupInclusiveAdd(vector); 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: vector subgroupInclusiveMul(vector); 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: vector subgroupInclusiveMin(vector); 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: vector subgroupInclusiveMax(vector); 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: vector subgroupInclusiveAnd(vector); 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: vector subgroupInclusiveOr(vector); 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: vector subgroupInclusiveXor(vector); 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: vector subgroupExclusiveAdd(vector); 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: vector subgroupExclusiveMul(vector); 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: vector subgroupExclusiveMin(vector); 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: vector subgroupExclusiveMax(vector); 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: vector subgroupExclusiveAnd(vector); 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: vector subgroupExclusiveOr(vector); 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: vector subgroupExclusiveXor(vector); 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: vector subgroupClusteredAdd(vector, 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: vector subgroupClusteredMul(vector, 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: vector subgroupClusteredMin(vector, 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: vector subgroupClusteredMax(vector, 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: vector subgroupClusteredAnd(vector, 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: vector subgroupClusteredOr(vector, 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: vector subgroupClusteredXor(vector, 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: vector subgroupQuadBroadcast(vector, 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: vector subgroupQuadSwapHorizontal(vector); 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: vector subgroupQuadSwapVertical(vector); 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: vector subgroupQuadSwapDiagonal(vector); 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: uvec4 subgroupPartitionNV(vector); 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: vector subgroupPartitionedAddNV(vector, 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: vector subgroupPartitionedMulNV(vector, 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: vector subgroupPartitionedMinNV(vector, 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: vector subgroupPartitionedMaxNV(vector, 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: vector subgroupPartitionedAndNV(vector, 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: vector subgroupPartitionedOrNV(vector, 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: vector subgroupPartitionedXorNV(vector, 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: vector subgroupPartitionedInclusiveAddNV(vector, 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: vector subgroupPartitionedInclusiveMulNV(vector, 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: vector subgroupPartitionedInclusiveMinNV(vector, 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: vector subgroupPartitionedInclusiveMaxNV(vector, 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: vector subgroupPartitionedInclusiveAndNV(vector, 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: vector subgroupPartitionedInclusiveOrNV(vector, 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: vector subgroupPartitionedInclusiveXorNV(vector, 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: vector subgroupPartitionedExclusiveAddNV(vector, 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: vector subgroupPartitionedExclusiveMulNV(vector, 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: vector subgroupPartitionedExclusiveMinNV(vector, 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: vector subgroupPartitionedExclusiveMaxNV(vector, 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: vector subgroupPartitionedExclusiveAndNV(vector, 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: vector subgroupPartitionedExclusiveOrNV(vector, 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: vector subgroupPartitionedExclusiveXorNV(vector, 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: 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 memoryBarrier();void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {float near;float far;float diff;};uniform gl_DepthRangeParameters gl_DepthRange; 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: vec4 texelFetch(texture1D,int,int); Step #5: vec4 texelFetchOffset(texture1D,int,int,int); Step #5: int textureSize(texture1D,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: ivec4 texelFetch(itexture1D,int,int); Step #5: ivec4 texelFetchOffset(itexture1D,int,int,int); Step #5: int textureSize(itexture1D,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: uvec4 texelFetch(utexture1D,int,int); Step #5: uvec4 texelFetchOffset(utexture1D,int,int,int); Step #5: int textureSize(utexture1D,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: vec4 texelFetch(texture2D,ivec2,int); Step #5: vec4 texelFetchOffset(texture2D,ivec2,int,ivec2); Step #5: ivec2 textureSize(texture2D,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: ivec4 texelFetch(itexture2D,ivec2,int); Step #5: ivec4 texelFetchOffset(itexture2D,ivec2,int,ivec2); Step #5: ivec2 textureSize(itexture2D,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: uvec4 texelFetch(utexture2D,ivec2,int); Step #5: uvec4 texelFetchOffset(utexture2D,ivec2,int,ivec2); Step #5: ivec2 textureSize(utexture2D,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: vec4 texelFetch(texture3D,ivec3,int); Step #5: vec4 texelFetchOffset(texture3D,ivec3,int,ivec3); Step #5: ivec3 textureSize(texture3D,int); 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: ivec4 texelFetch(itexture3D,ivec3,int); Step #5: ivec4 texelFetchOffset(itexture3D,ivec3,int,ivec3); Step #5: ivec3 textureSize(itexture3D,int); 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: uvec4 texelFetch(utexture3D,ivec3,int); Step #5: uvec4 texelFetchOffset(utexture3D,ivec3,int,ivec3); Step #5: ivec3 textureSize(utexture3D,int); 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(textureCube,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(itextureCube,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(utextureCube,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: vec4 texelFetch(texture2DRect,ivec2); Step #5: vec4 texelFetchOffset(texture2DRect,ivec2,ivec2); Step #5: ivec2 textureSize(texture2DRect); 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: ivec4 texelFetch(itexture2DRect,ivec2); Step #5: ivec4 texelFetchOffset(itexture2DRect,ivec2,ivec2); Step #5: ivec2 textureSize(itexture2DRect); 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: uvec4 texelFetch(utexture2DRect,ivec2); Step #5: uvec4 texelFetchOffset(utexture2DRect,ivec2,ivec2); Step #5: ivec2 textureSize(utexture2DRect); Step #5: int textureSize(samplerBuffer); Step #5: vec4 texelFetch(samplerBuffer,int); Step #5: vec4 texelFetch(textureBuffer,int); Step #5: int textureSize(textureBuffer); Step #5: int textureSize(isamplerBuffer); Step #5: ivec4 texelFetch(isamplerBuffer,int); Step #5: ivec4 texelFetch(itextureBuffer,int); Step #5: int textureSize(itextureBuffer); Step #5: int textureSize(usamplerBuffer); Step #5: uvec4 texelFetch(usamplerBuffer,int); Step #5: uvec4 texelFetch(utextureBuffer,int); Step #5: int textureSize(utextureBuffer); 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: vec4 texelFetch(texture1DArray,ivec2,int); Step #5: vec4 texelFetchOffset(texture1DArray,ivec2,int,int); Step #5: ivec2 textureSize(texture1DArray,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: ivec4 texelFetch(itexture1DArray,ivec2,int); Step #5: ivec4 texelFetchOffset(itexture1DArray,ivec2,int,int); Step #5: ivec2 textureSize(itexture1DArray,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: uvec4 texelFetch(utexture1DArray,ivec2,int); Step #5: uvec4 texelFetchOffset(utexture1DArray,ivec2,int,int); Step #5: ivec2 textureSize(utexture1DArray,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: vec4 texelFetch(texture2DArray,ivec3,int); Step #5: vec4 texelFetchOffset(texture2DArray,ivec3,int,ivec2); Step #5: ivec3 textureSize(texture2DArray,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: ivec4 texelFetch(itexture2DArray,ivec3,int); Step #5: ivec4 texelFetchOffset(itexture2DArray,ivec3,int,ivec2); Step #5: ivec3 textureSize(itexture2DArray,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: uvec4 texelFetch(utexture2DArray,ivec3,int); Step #5: uvec4 texelFetchOffset(utexture2DArray,ivec3,int,ivec2); Step #5: ivec3 textureSize(utexture2DArray,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(textureCubeArray,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(itextureCubeArray,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: ivec3 textureSize(utextureCubeArray,int); Step #5: ivec2 textureSize(sampler2DMS); Step #5: vec4 texelFetch(sampler2DMS,ivec2,int); Step #5: vec4 texelFetch(texture2DMS,ivec2,int); Step #5: ivec2 textureSize(texture2DMS); Step #5: ivec2 textureSize(isampler2DMS); Step #5: ivec4 texelFetch(isampler2DMS,ivec2,int); Step #5: ivec4 texelFetch(itexture2DMS,ivec2,int); Step #5: ivec2 textureSize(itexture2DMS); Step #5: ivec2 textureSize(usampler2DMS); Step #5: uvec4 texelFetch(usampler2DMS,ivec2,int); Step #5: uvec4 texelFetch(utexture2DMS,ivec2,int); Step #5: ivec2 textureSize(utexture2DMS); Step #5: ivec3 textureSize(sampler2DMSArray); Step #5: vec4 texelFetch(sampler2DMSArray,ivec3,int); Step #5: vec4 texelFetch(texture2DMSArray,ivec3,int); Step #5: ivec3 textureSize(texture2DMSArray); Step #5: ivec3 textureSize(isampler2DMSArray); Step #5: ivec4 texelFetch(isampler2DMSArray,ivec3,int); Step #5: ivec4 texelFetch(itexture2DMSArray,ivec3,int); Step #5: ivec3 textureSize(itexture2DMSArray); Step #5: ivec3 textureSize(usampler2DMSArray); Step #5: uvec4 texelFetch(usampler2DMSArray,ivec3,int); Step #5: uvec4 texelFetch(utexture2DMSArray,ivec3,int); Step #5: ivec3 textureSize(utexture2DMSArray); 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: 0:440: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:16: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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 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;vec4 gl_FragColor;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 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:274: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: vector radians(vector); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: vector degrees(vector); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: vector sin(vector); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: vector cos(vector); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: vector tan(vector); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: vector asin(vector); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: vector acos(vector); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: vector atan(vector,vector); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: vector atan(vector); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: vector pow(vector,vector); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: vector exp(vector); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: vector log(vector); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: vector exp2(vector); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: vector log2(vector); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: vector sqrt(vector); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: vector inversesqrt(vector); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: vector abs(vector); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: vector sign(vector); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: vector floor(vector); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: vector ceil(vector); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: vector fract(vector); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: vector mod(vector,vector); Step #5: vector mod(vector,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: vector min(vector,vector); Step #5: vector min(vector,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: vector max(vector,vector); Step #5: vector max(vector,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: vector clamp(vector,vector,vector); Step #5: vector clamp(vector,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: vector mix(vector,vector,vector); Step #5: vector mix(vector,vector,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: vector step(vector,vector); Step #5: vector step(float,vector); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: vector smoothstep(vector,vector,vector); Step #5: vector smoothstep(float,float,vector); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: vector normalize(vector); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: vector faceforward(vector,vector,vector); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: vector reflect(vector,vector); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: vector refract(vector,vector,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float length(vector); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float distance(vector,vector); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: float dot(vector,vector); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: vector lessThan(vector,vector); Step #5: vector lessThan(vector,vector); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: vector lessThanEqual(vector,vector); Step #5: vector lessThanEqual(vector,vector); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: vector greaterThan(vector,vector); Step #5: vector greaterThan(vector,vector); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: vector greaterThanEqual(vector,vector); Step #5: vector greaterThanEqual(vector,vector); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: vector equal(vector,vector); Step #5: vector equal(vector,vector); Step #5: vector equal(vector,vector); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: vector notEqual(vector,vector); Step #5: vector notEqual(vector,vector); Step #5: vector notEqual(vector,vector); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool any(vector); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bool all(vector); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: vector not(vector); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, 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: void abortEXT(); 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: 0:274: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:16: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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;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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:16: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: 0:476: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: vector radians(vector); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: vector degrees(vector); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: vector sin(vector); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: vector cos(vector); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: vector tan(vector); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: vector asin(vector); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: vector acos(vector); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: vector atan(vector,vector); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: vector atan(vector); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: vector pow(vector,vector); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: vector exp(vector); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: vector log(vector); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: vector exp2(vector); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: vector log2(vector); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: vector sqrt(vector); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: vector inversesqrt(vector); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: vector abs(vector); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: vector sign(vector); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: vector floor(vector); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: vector ceil(vector); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: vector fract(vector); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: vector mod(vector,vector); Step #5: vector mod(vector,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: vector min(vector,vector); Step #5: vector min(vector,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: vector max(vector,vector); Step #5: vector max(vector,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: vector clamp(vector,vector,vector); Step #5: vector clamp(vector,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: vector mix(vector,vector,vector); Step #5: vector mix(vector,vector,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: vector step(vector,vector); Step #5: vector step(float,vector); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: vector smoothstep(vector,vector,vector); Step #5: vector smoothstep(float,float,vector); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: vector normalize(vector); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: vector faceforward(vector,vector,vector); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: vector reflect(vector,vector); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: vector refract(vector,vector,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float length(vector); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float distance(vector,vector); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: float dot(vector,vector); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: vector lessThan(vector,vector); Step #5: vector lessThan(vector,vector); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: vector lessThanEqual(vector,vector); Step #5: vector lessThanEqual(vector,vector); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: vector greaterThan(vector,vector); Step #5: vector greaterThan(vector,vector); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: vector greaterThanEqual(vector,vector); Step #5: vector greaterThanEqual(vector,vector); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: vector equal(vector,vector); Step #5: vector equal(vector,vector); Step #5: vector equal(vector,vector); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: vector notEqual(vector,vector); Step #5: vector notEqual(vector,vector); Step #5: vector notEqual(vector,vector); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool any(vector); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bool all(vector); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: vector not(vector); Step #5: float sinh(float); Step #5: vec2 sinh(vec2); Step #5: vec3 sinh(vec3); Step #5: vec4 sinh(vec4); Step #5: vector sinh(vector); Step #5: float cosh(float); Step #5: vec2 cosh(vec2); Step #5: vec3 cosh(vec3); Step #5: vec4 cosh(vec4); Step #5: vector cosh(vector); Step #5: float tanh(float); Step #5: vec2 tanh(vec2); Step #5: vec3 tanh(vec3); Step #5: vec4 tanh(vec4); Step #5: vector tanh(vector); Step #5: float asinh(float); Step #5: vec2 asinh(vec2); Step #5: vec3 asinh(vec3); Step #5: vec4 asinh(vec4); Step #5: vector asinh(vector); Step #5: float acosh(float); Step #5: vec2 acosh(vec2); Step #5: vec3 acosh(vec3); Step #5: vec4 acosh(vec4); Step #5: vector acosh(vector); Step #5: float atanh(float); Step #5: vec2 atanh(vec2); Step #5: vec3 atanh(vec3); Step #5: vec4 atanh(vec4); Step #5: vector atanh(vector); Step #5: int abs(int); Step #5: ivec2 abs(ivec2); Step #5: ivec3 abs(ivec3); Step #5: ivec4 abs(ivec4); Step #5: vector abs(vector); Step #5: int sign(int); Step #5: ivec2 sign(ivec2); Step #5: ivec3 sign(ivec3); Step #5: ivec4 sign(ivec4); Step #5: vector sign(vector); Step #5: float trunc(float); Step #5: vec2 trunc(vec2); Step #5: vec3 trunc(vec3); Step #5: vec4 trunc(vec4); Step #5: vector trunc(vector); Step #5: float round(float); Step #5: vec2 round(vec2); Step #5: vec3 round(vec3); Step #5: vec4 round(vec4); Step #5: vector round(vector); Step #5: float roundEven(float); Step #5: vec2 roundEven(vec2); Step #5: vec3 roundEven(vec3); Step #5: vec4 roundEven(vec4); Step #5: vector roundEven(vector); 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: vector modf(vector,out vector); 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: vector min(vector,vector); Step #5: vector min(vector,vector); Step #5: vector min(vector,int); Step #5: vector min(vector,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: vector max(vector,vector); Step #5: vector max(vector,vector); Step #5: vector max(vector,int); Step #5: vector max(vector,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: vector clamp(vector,vector,vector); Step #5: vector clamp(vector,vector,vector); Step #5: vector clamp(vector,int,int); Step #5: vector clamp(vector,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: vector mix(vector,vector,vector); Step #5: bool isinf(float); Step #5: bvec2 isinf(vec2); Step #5: bvec3 isinf(vec3); Step #5: bvec4 isinf(vec4); Step #5: vector isinf(vector); Step #5: bool isnan(float); Step #5: bvec2 isnan(vec2); Step #5: bvec3 isnan(vec3); Step #5: bvec4 isnan(vec4); Step #5: vector isnan(vector); Step #5: bvec2 lessThan(uvec2,uvec2); Step #5: bvec3 lessThan(uvec3,uvec3); Step #5: bvec4 lessThan(uvec4,uvec4); Step #5: vector lessThan(vector,vector); Step #5: bvec2 lessThanEqual(uvec2,uvec2); Step #5: bvec3 lessThanEqual(uvec3,uvec3); Step #5: bvec4 lessThanEqual(uvec4,uvec4); Step #5: vector lessThanEqual(vector,vector); Step #5: bvec2 greaterThan(uvec2,uvec2); Step #5: bvec3 greaterThan(uvec3,uvec3); Step #5: bvec4 greaterThan(uvec4,uvec4); Step #5: vector greaterThan(vector,vector); Step #5: bvec2 greaterThanEqual(uvec2,uvec2); Step #5: bvec3 greaterThanEqual(uvec3,uvec3); Step #5: bvec4 greaterThanEqual(uvec4,uvec4); Step #5: vector greaterThanEqual(vector,vector); Step #5: bvec2 equal(uvec2,uvec2); Step #5: bvec3 equal(uvec3,uvec3); Step #5: bvec4 equal(uvec4,uvec4); Step #5: vector equal(vector,vector); Step #5: bvec2 notEqual(uvec2,uvec2); Step #5: bvec3 notEqual(uvec3,uvec3); Step #5: bvec4 notEqual(uvec4,uvec4); Step #5: vector notEqual(vector,vector); Step #5: int atomicAdd(coherent volatile nontemporal inout int,int); Step #5: uint atomicAdd(coherent volatile nontemporal inout uint,uint); Step #5: int atomicMin(coherent volatile nontemporal inout int,int); Step #5: uint atomicMin(coherent volatile nontemporal inout uint,uint); Step #5: int atomicMax(coherent volatile nontemporal inout int,int); Step #5: uint atomicMax(coherent volatile nontemporal inout uint,uint); Step #5: int atomicAnd(coherent volatile nontemporal inout int,int); Step #5: uint atomicAnd(coherent volatile nontemporal inout uint,uint); Step #5: int atomicOr(coherent volatile nontemporal inout int,int); Step #5: uint atomicOr(coherent volatile nontemporal inout uint,uint); Step #5: int atomicXor(coherent volatile nontemporal inout int,int); Step #5: uint atomicXor(coherent volatile nontemporal inout uint,uint); Step #5: int atomicExchange(coherent volatile nontemporal inout int,int); Step #5: uint atomicExchange(coherent volatile nontemporal inout uint,uint); Step #5: int atomicCompSwap(coherent volatile nontemporal inout int,int,int); Step #5: uint atomicCompSwap(coherent volatile nontemporal inout uint,uint,uint); Step #5: bool mix(bool,bool,bool); Step #5: bvec2 mix(bvec2,bvec2,bvec2); Step #5: bvec3 mix(bvec3,bvec3,bvec3); Step #5: bvec4 mix(bvec4,bvec4,bvec4); Step #5: vector mix(vector,vector,vector); Step #5: int mix(int,int,bool); Step #5: ivec2 mix(ivec2,ivec2,bvec2); Step #5: ivec3 mix(ivec3,ivec3,bvec3); Step #5: ivec4 mix(ivec4,ivec4,bvec4); Step #5: uint mix(uint,uint,bool); Step #5: uvec2 mix(uvec2,uvec2,bvec2); Step #5: uvec3 mix(uvec3,uvec3,bvec3); Step #5: uvec4 mix(uvec4,uvec4,bvec4); Step #5: vector mix(vector,vector,vector); Step #5: vector mix(vector,vector,vector); 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: int64_t abs(int64_t);i64vec2 abs(i64vec2);i64vec3 abs(i64vec3);i64vec4 abs(i64vec4);int64_t sign(int64_t);i64vec2 sign(i64vec2);i64vec3 sign(i64vec3);i64vec4 sign(i64vec4);int64_t min(int64_t, int64_t);i64vec2 min(i64vec2, int64_t);i64vec3 min(i64vec3, int64_t);i64vec4 min(i64vec4, int64_t);i64vec2 min(i64vec2, i64vec2);i64vec3 min(i64vec3, i64vec3);i64vec4 min(i64vec4, i64vec4);uint64_t min(uint64_t, uint64_t);u64vec2 min(u64vec2, uint64_t);u64vec3 min(u64vec3, uint64_t);u64vec4 min(u64vec4, uint64_t);u64vec2 min(u64vec2, u64vec2);u64vec3 min(u64vec3, u64vec3);u64vec4 min(u64vec4, u64vec4);int64_t max(int64_t, int64_t);i64vec2 max(i64vec2, int64_t);i64vec3 max(i64vec3, int64_t);i64vec4 max(i64vec4, int64_t);i64vec2 max(i64vec2, i64vec2);i64vec3 max(i64vec3, i64vec3);i64vec4 max(i64vec4, i64vec4);uint64_t max(uint64_t, uint64_t);u64vec2 max(u64vec2, uint64_t);u64vec3 max(u64vec3, uint64_t);u64vec4 max(u64vec4, uint64_t);u64vec2 max(u64vec2, u64vec2);u64vec3 max(u64vec3, u64vec3);u64vec4 max(u64vec4, u64vec4);int64_t clamp(int64_t, int64_t, int64_t);i64vec2 clamp(i64vec2, int64_t, int64_t);i64vec3 clamp(i64vec3, int64_t, int64_t);i64vec4 clamp(i64vec4, int64_t, int64_t);i64vec2 clamp(i64vec2, i64vec2, i64vec2);i64vec3 clamp(i64vec3, i64vec3, i64vec3);i64vec4 clamp(i64vec4, i64vec4, i64vec4);uint64_t clamp(uint64_t, uint64_t, uint64_t);u64vec2 clamp(u64vec2, uint64_t, uint64_t);u64vec3 clamp(u64vec3, uint64_t, uint64_t);u64vec4 clamp(u64vec4, uint64_t, uint64_t);u64vec2 clamp(u64vec2, u64vec2, u64vec2);u64vec3 clamp(u64vec3, u64vec3, u64vec3);u64vec4 clamp(u64vec4, u64vec4, u64vec4);int64_t mix(int64_t, int64_t, bool);i64vec2 mix(i64vec2, i64vec2, bvec2);i64vec3 mix(i64vec3, i64vec3, bvec3);i64vec4 mix(i64vec4, i64vec4, bvec4);uint64_t mix(uint64_t, uint64_t, bool);u64vec2 mix(u64vec2, u64vec2, bvec2);u64vec3 mix(u64vec3, u64vec3, bvec3);u64vec4 mix(u64vec4, u64vec4, bvec4);int64_t doubleBitsToInt64(float64_t);i64vec2 doubleBitsToInt64(f64vec2);i64vec3 doubleBitsToInt64(f64vec3);i64vec4 doubleBitsToInt64(f64vec4);uint64_t doubleBitsToUint64(float64_t);u64vec2 doubleBitsToUint64(f64vec2);u64vec3 doubleBitsToUint64(f64vec3);u64vec4 doubleBitsToUint64(f64vec4);float64_t int64BitsToDouble(int64_t);f64vec2 int64BitsToDouble(i64vec2);f64vec3 int64BitsToDouble(i64vec3);f64vec4 int64BitsToDouble(i64vec4);float64_t uint64BitsToDouble(uint64_t);f64vec2 uint64BitsToDouble(u64vec2);f64vec3 uint64BitsToDouble(u64vec3);f64vec4 uint64BitsToDouble(u64vec4);int64_t packInt2x32(ivec2);uint64_t packUint2x32(uvec2);ivec2 unpackInt2x32(int64_t);uvec2 unpackUint2x32(uint64_t);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);int64_t bitCount(int64_t);i64vec2 bitCount(i64vec2);i64vec3 bitCount(i64vec3);i64vec4 bitCount(i64vec4);int64_t bitCount(uint64_t);i64vec2 bitCount(u64vec2);i64vec3 bitCount(u64vec3);i64vec4 bitCount(u64vec4);int64_t findLSB(int64_t);i64vec2 findLSB(i64vec2);i64vec3 findLSB(i64vec3);i64vec4 findLSB(i64vec4);int64_t findLSB(uint64_t);i64vec2 findLSB(u64vec2);i64vec3 findLSB(u64vec3);i64vec4 findLSB(u64vec4);int64_t findMSB(int64_t);i64vec2 findMSB(i64vec2);i64vec3 findMSB(i64vec3);i64vec4 findMSB(i64vec4);int64_t findMSB(uint64_t);i64vec2 findMSB(u64vec2);i64vec3 findMSB(u64vec3);i64vec4 findMSB(u64vec4); Step #5: float min3(float, float, float);vec2 min3(vec2, vec2, vec2);vec3 min3(vec3, vec3, vec3);vec4 min3(vec4, vec4, vec4);int min3(int, int, int);ivec2 min3(ivec2, ivec2, ivec2);ivec3 min3(ivec3, ivec3, ivec3);ivec4 min3(ivec4, ivec4, ivec4);uint min3(uint, uint, uint);uvec2 min3(uvec2, uvec2, uvec2);uvec3 min3(uvec3, uvec3, uvec3);uvec4 min3(uvec4, uvec4, uvec4);float max3(float, float, float);vec2 max3(vec2, vec2, vec2);vec3 max3(vec3, vec3, vec3);vec4 max3(vec4, vec4, vec4);int max3(int, int, int);ivec2 max3(ivec2, ivec2, ivec2);ivec3 max3(ivec3, ivec3, ivec3);ivec4 max3(ivec4, ivec4, ivec4);uint max3(uint, uint, uint);uvec2 max3(uvec2, uvec2, uvec2);uvec3 max3(uvec3, uvec3, uvec3);uvec4 max3(uvec4, uvec4, uvec4);float mid3(float, float, float);vec2 mid3(vec2, vec2, vec2);vec3 mid3(vec3, vec3, vec3);vec4 mid3(vec4, vec4, vec4);int mid3(int, int, int);ivec2 mid3(ivec2, ivec2, ivec2);ivec3 mid3(ivec3, ivec3, ivec3);ivec4 mid3(ivec4, ivec4, ivec4);uint mid3(uint, uint, uint);uvec2 mid3(uvec2, uvec2, uvec2);uvec3 mid3(uvec3, uvec3, uvec3);uvec4 mid3(uvec4, uvec4, uvec4);float16_t min3(float16_t, float16_t, float16_t);f16vec2 min3(f16vec2, f16vec2, f16vec2);f16vec3 min3(f16vec3, f16vec3, f16vec3);f16vec4 min3(f16vec4, f16vec4, f16vec4);float16_t max3(float16_t, float16_t, float16_t);f16vec2 max3(f16vec2, f16vec2, f16vec2);f16vec3 max3(f16vec3, f16vec3, f16vec3);f16vec4 max3(f16vec4, f16vec4, f16vec4);float16_t mid3(float16_t, float16_t, float16_t);f16vec2 mid3(f16vec2, f16vec2, f16vec2);f16vec3 mid3(f16vec3, f16vec3, f16vec3);f16vec4 mid3(f16vec4, f16vec4, f16vec4);int16_t min3(int16_t, int16_t, int16_t);i16vec2 min3(i16vec2, i16vec2, i16vec2);i16vec3 min3(i16vec3, i16vec3, i16vec3);i16vec4 min3(i16vec4, i16vec4, i16vec4);int16_t max3(int16_t, int16_t, int16_t);i16vec2 max3(i16vec2, i16vec2, i16vec2);i16vec3 max3(i16vec3, i16vec3, i16vec3);i16vec4 max3(i16vec4, i16vec4, i16vec4);int16_t mid3(int16_t, int16_t, int16_t);i16vec2 mid3(i16vec2, i16vec2, i16vec2);i16vec3 mid3(i16vec3, i16vec3, i16vec3);i16vec4 mid3(i16vec4, i16vec4, i16vec4);uint16_t min3(uint16_t, uint16_t, uint16_t);u16vec2 min3(u16vec2, u16vec2, u16vec2);u16vec3 min3(u16vec3, u16vec3, u16vec3);u16vec4 min3(u16vec4, u16vec4, u16vec4);uint16_t max3(uint16_t, uint16_t, uint16_t);u16vec2 max3(u16vec2, u16vec2, u16vec2);u16vec3 max3(u16vec3, u16vec3, u16vec3);u16vec4 max3(u16vec4, u16vec4, u16vec4);uint16_t mid3(uint16_t, uint16_t, uint16_t);u16vec2 mid3(u16vec2, u16vec2, u16vec2);u16vec3 mid3(u16vec3, u16vec3, u16vec3);u16vec4 mid3(u16vec4, u16vec4, u16vec4); Step #5: uint atomicAdd(coherent volatile nontemporal inout uint, uint, int, int, int); int atomicAdd(coherent volatile nontemporal inout int, int, int, int, int);uint atomicMin(coherent volatile nontemporal inout uint, uint, int, int, int); int atomicMin(coherent volatile nontemporal inout int, int, int, int, int);uint atomicMax(coherent volatile nontemporal inout uint, uint, int, int, int); int atomicMax(coherent volatile nontemporal inout int, int, int, int, int);uint atomicAnd(coherent volatile nontemporal inout uint, uint, int, int, int); int atomicAnd(coherent volatile nontemporal inout int, int, int, int, int);uint atomicOr (coherent volatile nontemporal inout uint, uint, int, int, int); int atomicOr (coherent volatile nontemporal inout int, int, int, int, int);uint atomicXor(coherent volatile nontemporal inout uint, uint, int, int, int); int atomicXor(coherent volatile nontemporal inout int, int, int, int, int);uint atomicExchange(coherent volatile nontemporal inout uint, uint, int, int, int); int atomicExchange(coherent volatile nontemporal inout int, int, int, int, int);uint atomicCompSwap(coherent volatile nontemporal inout uint, uint, uint, int, int, int, int, int); int atomicCompSwap(coherent volatile nontemporal inout int, int, int, int, int, int, int, int);uint atomicLoad(coherent volatile nontemporal in uint, int, int, int); int atomicLoad(coherent volatile nontemporal in int, int, int, int);void atomicStore(coherent volatile nontemporal out uint, uint, int, int, int);void atomicStore(coherent volatile nontemporal out int, int, int, int, int); Step #5: uint64_t atomicMin(coherent volatile nontemporal inout uint64_t, uint64_t); int64_t atomicMin(coherent volatile nontemporal inout int64_t, int64_t);uint64_t atomicMin(coherent volatile nontemporal inout uint64_t, uint64_t, int, int, int); int64_t atomicMin(coherent volatile nontemporal inout int64_t, int64_t, int, int, int);float16_t atomicMin(coherent volatile nontemporal inout float16_t, float16_t);float16_t atomicMin(coherent volatile nontemporal inout float16_t, float16_t, int, int, int); float atomicMin(coherent volatile nontemporal inout float, float); float atomicMin(coherent volatile nontemporal inout float, float, int, int, int); double atomicMin(coherent volatile nontemporal inout double, double); double atomicMin(coherent volatile nontemporal inout double, double, int, int, int);uint64_t atomicMax(coherent volatile nontemporal inout uint64_t, uint64_t); int64_t atomicMax(coherent volatile nontemporal inout int64_t, int64_t);uint64_t atomicMax(coherent volatile nontemporal inout uint64_t, uint64_t, int, int, int); int64_t atomicMax(coherent volatile nontemporal inout int64_t, int64_t, int, int, int);float16_t atomicMax(coherent volatile nontemporal inout float16_t, float16_t);float16_t atomicMax(coherent volatile nontemporal inout float16_t, float16_t, int, int, int); float atomicMax(coherent volatile nontemporal inout float, float); float atomicMax(coherent volatile nontemporal inout float, float, int, int, int); double atomicMax(coherent volatile nontemporal inout double, double); double atomicMax(coherent volatile nontemporal inout double, double, int, int, int);uint64_t atomicAnd(coherent volatile nontemporal inout uint64_t, uint64_t); int64_t atomicAnd(coherent volatile nontemporal inout int64_t, int64_t);uint64_t atomicAnd(coherent volatile nontemporal inout uint64_t, uint64_t, int, int, int); int64_t atomicAnd(coherent volatile nontemporal inout int64_t, int64_t, int, int, int);uint64_t atomicOr (coherent volatile nontemporal inout uint64_t, uint64_t); int64_t atomicOr (coherent volatile nontemporal inout int64_t, int64_t);uint64_t atomicOr (coherent volatile nontemporal inout uint64_t, uint64_t, int, int, int); int64_t atomicOr (coherent volatile nontemporal inout int64_t, int64_t, int, int, int);uint64_t atomicXor(coherent volatile nontemporal inout uint64_t, uint64_t); int64_t atomicXor(coherent volatile nontemporal inout int64_t, int64_t);uint64_t atomicXor(coherent volatile nontemporal inout uint64_t, uint64_t, int, int, int); int64_t atomicXor(coherent volatile nontemporal inout int64_t, int64_t, int, int, int);uint64_t atomicAdd(coherent volatile nontemporal inout uint64_t, uint64_t); int64_t atomicAdd(coherent volatile nontemporal inout int64_t, int64_t);uint64_t atomicAdd(coherent volatile nontemporal inout uint64_t, uint64_t, int, int, int); int64_t atomicAdd(coherent volatile nontemporal inout int64_t, int64_t, int, int, int);float16_t atomicAdd(coherent volatile nontemporal inout float16_t, float16_t);float16_t atomicAdd(coherent volatile nontemporal inout float16_t, float16_t, int, int, int); float atomicAdd(coherent volatile nontemporal inout float, float); float atomicAdd(coherent volatile nontemporal inout float, float, int, int, int); double atomicAdd(coherent volatile nontemporal inout double, double); double atomicAdd(coherent volatile nontemporal inout double, double, int, int, int);uint64_t atomicExchange(coherent volatile nontemporal inout uint64_t, uint64_t); int64_t atomicExchange(coherent volatile nontemporal inout int64_t, int64_t);uint64_t atomicExchange(coherent volatile nontemporal inout uint64_t, uint64_t, int, int, int); int64_t atomicExchange(coherent volatile nontemporal inout int64_t, int64_t, int, int, int);float16_t atomicExchange(coherent volatile nontemporal inout float16_t, float16_t);float16_t atomicExchange(coherent volatile nontemporal inout float16_t, float16_t, int, int, int); float atomicExchange(coherent volatile nontemporal inout float, float); float atomicExchange(coherent volatile nontemporal inout float, float, int, int, int); double atomicExchange(coherent volatile nontemporal inout double, double); double atomicExchange(coherent volatile nontemporal inout double, double, int, int, int);uint64_t atomicCompSwap(coherent volatile nontemporal inout uint64_t, uint64_t, uint64_t); int64_t atomicCompSwap(coherent volatile nontemporal inout int64_t, int64_t, int64_t);uint64_t atomicCompSwap(coherent volatile nontemporal inout uint64_t, uint64_t, uint64_t, int, int, int, int, int); int64_t atomicCompSwap(coherent volatile nontemporal inout int64_t, int64_t, int64_t, int, int, int, int, int);uint64_t atomicLoad(coherent volatile nontemporal in uint64_t, int, int, int); int64_t atomicLoad(coherent volatile nontemporal in int64_t, int, int, int);float16_t atomicLoad(coherent volatile nontemporal in float16_t, int, int, int); float atomicLoad(coherent volatile nontemporal in float, int, int, int); double atomicLoad(coherent volatile nontemporal in double, int, int, int);void atomicStore(coherent volatile nontemporal out uint64_t, uint64_t, int, int, int);void atomicStore(coherent volatile nontemporal out int64_t, int64_t, int, int, int);void atomicStore(coherent volatile nontemporal out float16_t, float16_t, int, int, int);void atomicStore(coherent volatile nontemporal out float, float, int, int, int);void atomicStore(coherent volatile nontemporal out double, double, int, int, int); Step #5: f16vec2 atomicAdd(coherent volatile nontemporal inout f16vec2, f16vec2);f16vec4 atomicAdd(coherent volatile nontemporal inout f16vec4, f16vec4);f16vec2 atomicMin(coherent volatile nontemporal inout f16vec2, f16vec2);f16vec4 atomicMin(coherent volatile nontemporal inout f16vec4, f16vec4);f16vec2 atomicMax(coherent volatile nontemporal inout f16vec2, f16vec2);f16vec4 atomicMax(coherent volatile nontemporal inout f16vec4, f16vec4);f16vec2 atomicExchange(coherent volatile nontemporal inout f16vec2, f16vec2);f16vec4 atomicExchange(coherent volatile nontemporal inout f16vec4, f16vec4); 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: vec4 texture2D(sampler2D, 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: 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: 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: uint64_t ballotARB(bool);float readInvocationARB(float, uint);vec2 readInvocationARB(vec2, uint);vec3 readInvocationARB(vec3, uint);vec4 readInvocationARB(vec4, uint);int readInvocationARB(int, uint);ivec2 readInvocationARB(ivec2, uint);ivec3 readInvocationARB(ivec3, uint);ivec4 readInvocationARB(ivec4, uint);uint readInvocationARB(uint, uint);uvec2 readInvocationARB(uvec2, uint);uvec3 readInvocationARB(uvec3, uint);uvec4 readInvocationARB(uvec4, uint);float readFirstInvocationARB(float);vec2 readFirstInvocationARB(vec2);vec3 readFirstInvocationARB(vec3);vec4 readFirstInvocationARB(vec4);int readFirstInvocationARB(int);ivec2 readFirstInvocationARB(ivec2);ivec3 readFirstInvocationARB(ivec3);ivec4 readFirstInvocationARB(ivec4);uint readFirstInvocationARB(uint);uvec2 readFirstInvocationARB(uvec2);uvec3 readFirstInvocationARB(uvec3);uvec4 readFirstInvocationARB(uvec4); Step #5: bool anyInvocationARB(bool);bool allInvocationsARB(bool);bool allInvocationsEqualARB(bool); 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: 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(double); Step #5: bool subgroupAllEqual(dvec2); Step #5: bool subgroupAllEqual(dvec3); Step #5: bool subgroupAllEqual(dvec4); 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: bool subgroupAllEqual(vector); 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: double subgroupBroadcast(double, uint); Step #5: dvec2 subgroupBroadcast(dvec2, uint); Step #5: dvec3 subgroupBroadcast(dvec3, uint); Step #5: dvec4 subgroupBroadcast(dvec4, 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: vector subgroupBroadcast(vector, 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: double subgroupBroadcastFirst(double); Step #5: dvec2 subgroupBroadcastFirst(dvec2); Step #5: dvec3 subgroupBroadcastFirst(dvec3); Step #5: dvec4 subgroupBroadcastFirst(dvec4); 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: vector subgroupBroadcastFirst(vector); 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: double subgroupShuffle(double, uint); Step #5: dvec2 subgroupShuffle(dvec2, uint); Step #5: dvec3 subgroupShuffle(dvec3, uint); Step #5: dvec4 subgroupShuffle(dvec4, 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: vector subgroupShuffle(vector, 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: double subgroupShuffleXor(double, uint); Step #5: dvec2 subgroupShuffleXor(dvec2, uint); Step #5: dvec3 subgroupShuffleXor(dvec3, uint); Step #5: dvec4 subgroupShuffleXor(dvec4, 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: vector subgroupShuffleXor(vector, 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: double subgroupShuffleUp(double, uint delta); Step #5: dvec2 subgroupShuffleUp(dvec2, uint delta); Step #5: dvec3 subgroupShuffleUp(dvec3, uint delta); Step #5: dvec4 subgroupShuffleUp(dvec4, 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: vector subgroupShuffleUp(vector, 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: double subgroupShuffleDown(double, uint delta); Step #5: dvec2 subgroupShuffleDown(dvec2, uint delta); Step #5: dvec3 subgroupShuffleDown(dvec3, uint delta); Step #5: dvec4 subgroupShuffleDown(dvec4, 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: vector subgroupShuffleDown(vector, 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: double subgroupRotate(double, uint); Step #5: dvec2 subgroupRotate(dvec2, uint); Step #5: dvec3 subgroupRotate(dvec3, uint); Step #5: dvec4 subgroupRotate(dvec4, 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: vector subgroupRotate(vector, 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: double subgroupClusteredRotate(double, uint, uint); Step #5: dvec2 subgroupClusteredRotate(dvec2, uint, uint); Step #5: dvec3 subgroupClusteredRotate(dvec3, uint, uint); Step #5: dvec4 subgroupClusteredRotate(dvec4, 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: vector subgroupClusteredRotate(vector, 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: double subgroupAdd(double); Step #5: dvec2 subgroupAdd(dvec2); Step #5: dvec3 subgroupAdd(dvec3); Step #5: dvec4 subgroupAdd(dvec4); 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: vector subgroupAdd(vector); 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: double subgroupMul(double); Step #5: dvec2 subgroupMul(dvec2); Step #5: dvec3 subgroupMul(dvec3); Step #5: dvec4 subgroupMul(dvec4); 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: vector subgroupMul(vector); 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: double subgroupMin(double); Step #5: dvec2 subgroupMin(dvec2); Step #5: dvec3 subgroupMin(dvec3); Step #5: dvec4 subgroupMin(dvec4); 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: vector subgroupMin(vector); 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: double subgroupMax(double); Step #5: dvec2 subgroupMax(dvec2); Step #5: dvec3 subgroupMax(dvec3); Step #5: dvec4 subgroupMax(dvec4); 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: vector subgroupMax(vector); 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: vector subgroupAnd(vector); 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: vector subgroupOr(vector); 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: vector subgroupXor(vector); 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: double subgroupInclusiveAdd(double); Step #5: dvec2 subgroupInclusiveAdd(dvec2); Step #5: dvec3 subgroupInclusiveAdd(dvec3); Step #5: dvec4 subgroupInclusiveAdd(dvec4); 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: vector subgroupInclusiveAdd(vector); 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: double subgroupInclusiveMul(double); Step #5: dvec2 subgroupInclusiveMul(dvec2); Step #5: dvec3 subgroupInclusiveMul(dvec3); Step #5: dvec4 subgroupInclusiveMul(dvec4); 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: vector subgroupInclusiveMul(vector); 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: double subgroupInclusiveMin(double); Step #5: dvec2 subgroupInclusiveMin(dvec2); Step #5: dvec3 subgroupInclusiveMin(dvec3); Step #5: dvec4 subgroupInclusiveMin(dvec4); 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: vector subgroupInclusiveMin(vector); 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: double subgroupInclusiveMax(double); Step #5: dvec2 subgroupInclusiveMax(dvec2); Step #5: dvec3 subgroupInclusiveMax(dvec3); Step #5: dvec4 subgroupInclusiveMax(dvec4); 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: vector subgroupInclusiveMax(vector); 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: vector subgroupInclusiveAnd(vector); 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: vector subgroupInclusiveOr(vector); 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: vector subgroupInclusiveXor(vector); 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: double subgroupExclusiveAdd(double); Step #5: dvec2 subgroupExclusiveAdd(dvec2); Step #5: dvec3 subgroupExclusiveAdd(dvec3); Step #5: dvec4 subgroupExclusiveAdd(dvec4); 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: vector subgroupExclusiveAdd(vector); 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: double subgroupExclusiveMul(double); Step #5: dvec2 subgroupExclusiveMul(dvec2); Step #5: dvec3 subgroupExclusiveMul(dvec3); Step #5: dvec4 subgroupExclusiveMul(dvec4); 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: vector subgroupExclusiveMul(vector); 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: double subgroupExclusiveMin(double); Step #5: dvec2 subgroupExclusiveMin(dvec2); Step #5: dvec3 subgroupExclusiveMin(dvec3); Step #5: dvec4 subgroupExclusiveMin(dvec4); 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: vector subgroupExclusiveMin(vector); 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: double subgroupExclusiveMax(double); Step #5: dvec2 subgroupExclusiveMax(dvec2); Step #5: dvec3 subgroupExclusiveMax(dvec3); Step #5: dvec4 subgroupExclusiveMax(dvec4); 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: vector subgroupExclusiveMax(vector); 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: vector subgroupExclusiveAnd(vector); 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: vector subgroupExclusiveOr(vector); 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: vector subgroupExclusiveXor(vector); 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: double subgroupClusteredAdd(double, uint); Step #5: dvec2 subgroupClusteredAdd(dvec2, uint); Step #5: dvec3 subgroupClusteredAdd(dvec3, uint); Step #5: dvec4 subgroupClusteredAdd(dvec4, 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: vector subgroupClusteredAdd(vector, 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: double subgroupClusteredMul(double, uint); Step #5: dvec2 subgroupClusteredMul(dvec2, uint); Step #5: dvec3 subgroupClusteredMul(dvec3, uint); Step #5: dvec4 subgroupClusteredMul(dvec4, 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: vector subgroupClusteredMul(vector, 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: double subgroupClusteredMin(double, uint); Step #5: dvec2 subgroupClusteredMin(dvec2, uint); Step #5: dvec3 subgroupClusteredMin(dvec3, uint); Step #5: dvec4 subgroupClusteredMin(dvec4, 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: vector subgroupClusteredMin(vector, 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: double subgroupClusteredMax(double, uint); Step #5: dvec2 subgroupClusteredMax(dvec2, uint); Step #5: dvec3 subgroupClusteredMax(dvec3, uint); Step #5: dvec4 subgroupClusteredMax(dvec4, 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: vector subgroupClusteredMax(vector, 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: vector subgroupClusteredAnd(vector, 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: vector subgroupClusteredOr(vector, 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: vector subgroupClusteredXor(vector, 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: double subgroupQuadBroadcast(double, uint); Step #5: dvec2 subgroupQuadBroadcast(dvec2, uint); Step #5: dvec3 subgroupQuadBroadcast(dvec3, uint); Step #5: dvec4 subgroupQuadBroadcast(dvec4, 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: vector subgroupQuadBroadcast(vector, 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: double subgroupQuadSwapHorizontal(double); Step #5: dvec2 subgroupQuadSwapHorizontal(dvec2); Step #5: dvec3 subgroupQuadSwapHorizontal(dvec3); Step #5: dvec4 subgroupQuadSwapHorizontal(dvec4); 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: vector subgroupQuadSwapHorizontal(vector); 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: double subgroupQuadSwapVertical(double); Step #5: dvec2 subgroupQuadSwapVertical(dvec2); Step #5: dvec3 subgroupQuadSwapVertical(dvec3); Step #5: dvec4 subgroupQuadSwapVertical(dvec4); 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: vector subgroupQuadSwapVertical(vector); 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: double subgroupQuadSwapDiagonal(double); Step #5: dvec2 subgroupQuadSwapDiagonal(dvec2); Step #5: dvec3 subgroupQuadSwapDiagonal(dvec3); Step #5: dvec4 subgroupQuadSwapDiagonal(dvec4); 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: vector subgroupQuadSwapDiagonal(vector); 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(double); Step #5: uvec4 subgroupPartitionNV(dvec2); Step #5: uvec4 subgroupPartitionNV(dvec3); Step #5: uvec4 subgroupPartitionNV(dvec4); 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: uvec4 subgroupPartitionNV(vector); 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: double subgroupPartitionedAddNV(double, uvec4 ballot); Step #5: dvec2 subgroupPartitionedAddNV(dvec2, uvec4 ballot); Step #5: dvec3 subgroupPartitionedAddNV(dvec3, uvec4 ballot); Step #5: dvec4 subgroupPartitionedAddNV(dvec4, 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: vector subgroupPartitionedAddNV(vector, 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: double subgroupPartitionedMulNV(double, uvec4 ballot); Step #5: dvec2 subgroupPartitionedMulNV(dvec2, uvec4 ballot); Step #5: dvec3 subgroupPartitionedMulNV(dvec3, uvec4 ballot); Step #5: dvec4 subgroupPartitionedMulNV(dvec4, 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: vector subgroupPartitionedMulNV(vector, 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: double subgroupPartitionedMinNV(double, uvec4 ballot); Step #5: dvec2 subgroupPartitionedMinNV(dvec2, uvec4 ballot); Step #5: dvec3 subgroupPartitionedMinNV(dvec3, uvec4 ballot); Step #5: dvec4 subgroupPartitionedMinNV(dvec4, 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: vector subgroupPartitionedMinNV(vector, 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: double subgroupPartitionedMaxNV(double, uvec4 ballot); Step #5: dvec2 subgroupPartitionedMaxNV(dvec2, uvec4 ballot); Step #5: dvec3 subgroupPartitionedMaxNV(dvec3, uvec4 ballot); Step #5: dvec4 subgroupPartitionedMaxNV(dvec4, 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: vector subgroupPartitionedMaxNV(vector, 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: vector subgroupPartitionedAndNV(vector, 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: vector subgroupPartitionedOrNV(vector, 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: vector subgroupPartitionedXorNV(vector, 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: double subgroupPartitionedInclusiveAddNV(double, uvec4 ballot); Step #5: dvec2 subgroupPartitionedInclusiveAddNV(dvec2, uvec4 ballot); Step #5: dvec3 subgroupPartitionedInclusiveAddNV(dvec3, uvec4 ballot); Step #5: dvec4 subgroupPartitionedInclusiveAddNV(dvec4, 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: vector subgroupPartitionedInclusiveAddNV(vector, 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: double subgroupPartitionedInclusiveMulNV(double, uvec4 ballot); Step #5: dvec2 subgroupPartitionedInclusiveMulNV(dvec2, uvec4 ballot); Step #5: dvec3 subgroupPartitionedInclusiveMulNV(dvec3, uvec4 ballot); Step #5: dvec4 subgroupPartitionedInclusiveMulNV(dvec4, 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: vector subgroupPartitionedInclusiveMulNV(vector, 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: double subgroupPartitionedInclusiveMinNV(double, uvec4 ballot); Step #5: dvec2 subgroupPartitionedInclusiveMinNV(dvec2, uvec4 ballot); Step #5: dvec3 subgroupPartitionedInclusiveMinNV(dvec3, uvec4 ballot); Step #5: dvec4 subgroupPartitionedInclusiveMinNV(dvec4, 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: vector subgroupPartitionedInclusiveMinNV(vector, 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: double subgroupPartitionedInclusiveMaxNV(double, uvec4 ballot); Step #5: dvec2 subgroupPartitionedInclusiveMaxNV(dvec2, uvec4 ballot); Step #5: dvec3 subgroupPartitionedInclusiveMaxNV(dvec3, uvec4 ballot); Step #5: dvec4 subgroupPartitionedInclusiveMaxNV(dvec4, 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: vector subgroupPartitionedInclusiveMaxNV(vector, 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: vector subgroupPartitionedInclusiveAndNV(vector, 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: vector subgroupPartitionedInclusiveOrNV(vector, 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: vector subgroupPartitionedInclusiveXorNV(vector, 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: double subgroupPartitionedExclusiveAddNV(double, uvec4 ballot); Step #5: dvec2 subgroupPartitionedExclusiveAddNV(dvec2, uvec4 ballot); Step #5: dvec3 subgroupPartitionedExclusiveAddNV(dvec3, uvec4 ballot); Step #5: dvec4 subgroupPartitionedExclusiveAddNV(dvec4, 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: vector subgroupPartitionedExclusiveAddNV(vector, 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: double subgroupPartitionedExclusiveMulNV(double, uvec4 ballot); Step #5: dvec2 subgroupPartitionedExclusiveMulNV(dvec2, uvec4 ballot); Step #5: dvec3 subgroupPartitionedExclusiveMulNV(dvec3, uvec4 ballot); Step #5: dvec4 subgroupPartitionedExclusiveMulNV(dvec4, 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: vector subgroupPartitionedExclusiveMulNV(vector, 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: double subgroupPartitionedExclusiveMinNV(double, uvec4 ballot); Step #5: dvec2 subgroupPartitionedExclusiveMinNV(dvec2, uvec4 ballot); Step #5: dvec3 subgroupPartitionedExclusiveMinNV(dvec3, uvec4 ballot); Step #5: dvec4 subgroupPartitionedExclusiveMinNV(dvec4, 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: vector subgroupPartitionedExclusiveMinNV(vector, 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: double subgroupPartitionedExclusiveMaxNV(double, uvec4 ballot); Step #5: dvec2 subgroupPartitionedExclusiveMaxNV(dvec2, uvec4 ballot); Step #5: dvec3 subgroupPartitionedExclusiveMaxNV(dvec3, uvec4 ballot); Step #5: dvec4 subgroupPartitionedExclusiveMaxNV(dvec4, 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: vector subgroupPartitionedExclusiveMaxNV(vector, 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: vector subgroupPartitionedExclusiveAndNV(vector, 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: vector subgroupPartitionedExclusiveOrNV(vector, 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: vector subgroupPartitionedExclusiveXorNV(vector, uvec4 ballot); Step #5: bool subgroupQuadAll(bool); Step #5: bool subgroupQuadAny(bool); Step #5: float minInvocationsAMD(float);vec2 minInvocationsAMD(vec2);vec3 minInvocationsAMD(vec3);vec4 minInvocationsAMD(vec4);int minInvocationsAMD(int);ivec2 minInvocationsAMD(ivec2);ivec3 minInvocationsAMD(ivec3);ivec4 minInvocationsAMD(ivec4);uint minInvocationsAMD(uint);uvec2 minInvocationsAMD(uvec2);uvec3 minInvocationsAMD(uvec3);uvec4 minInvocationsAMD(uvec4);double minInvocationsAMD(double);dvec2 minInvocationsAMD(dvec2);dvec3 minInvocationsAMD(dvec3);dvec4 minInvocationsAMD(dvec4);int64_t minInvocationsAMD(int64_t);i64vec2 minInvocationsAMD(i64vec2);i64vec3 minInvocationsAMD(i64vec3);i64vec4 minInvocationsAMD(i64vec4);uint64_t minInvocationsAMD(uint64_t);u64vec2 minInvocationsAMD(u64vec2);u64vec3 minInvocationsAMD(u64vec3);u64vec4 minInvocationsAMD(u64vec4);float16_t minInvocationsAMD(float16_t);f16vec2 minInvocationsAMD(f16vec2);f16vec3 minInvocationsAMD(f16vec3);f16vec4 minInvocationsAMD(f16vec4);int16_t minInvocationsAMD(int16_t);i16vec2 minInvocationsAMD(i16vec2);i16vec3 minInvocationsAMD(i16vec3);i16vec4 minInvocationsAMD(i16vec4);uint16_t minInvocationsAMD(uint16_t);u16vec2 minInvocationsAMD(u16vec2);u16vec3 minInvocationsAMD(u16vec3);u16vec4 minInvocationsAMD(u16vec4);float minInvocationsInclusiveScanAMD(float);vec2 minInvocationsInclusiveScanAMD(vec2);vec3 minInvocationsInclusiveScanAMD(vec3);vec4 minInvocationsInclusiveScanAMD(vec4);int minInvocationsInclusiveScanAMD(int);ivec2 minInvocationsInclusiveScanAMD(ivec2);ivec3 minInvocationsInclusiveScanAMD(ivec3);ivec4 minInvocationsInclusiveScanAMD(ivec4);uint minInvocationsInclusiveScanAMD(uint);uvec2 minInvocationsInclusiveScanAMD(uvec2);uvec3 minInvocationsInclusiveScanAMD(uvec3);uvec4 minInvocationsInclusiveScanAMD(uvec4);double minInvocationsInclusiveScanAMD(double);dvec2 minInvocationsInclusiveScanAMD(dvec2);dvec3 minInvocationsInclusiveScanAMD(dvec3);dvec4 minInvocationsInclusiveScanAMD(dvec4);int64_t minInvocationsInclusiveScanAMD(int64_t);i64vec2 minInvocationsInclusiveScanAMD(i64vec2);i64vec3 minInvocationsInclusiveScanAMD(i64vec3);i64vec4 minInvocationsInclusiveScanAMD(i64vec4);uint64_t minInvocationsInclusiveScanAMD(uint64_t);u64vec2 minInvocationsInclusiveScanAMD(u64vec2);u64vec3 minInvocationsInclusiveScanAMD(u64vec3);u64vec4 minInvocationsInclusiveScanAMD(u64vec4);float16_t minInvocationsInclusiveScanAMD(float16_t);f16vec2 minInvocationsInclusiveScanAMD(f16vec2);f16vec3 minInvocationsInclusiveScanAMD(f16vec3);f16vec4 minInvocationsInclusiveScanAMD(f16vec4);int16_t minInvocationsInclusiveScanAMD(int16_t);i16vec2 minInvocationsInclusiveScanAMD(i16vec2);i16vec3 minInvocationsInclusiveScanAMD(i16vec3);i16vec4 minInvocationsInclusiveScanAMD(i16vec4);uint16_t minInvocationsInclusiveScanAMD(uint16_t);u16vec2 minInvocationsInclusiveScanAMD(u16vec2);u16vec3 minInvocationsInclusiveScanAMD(u16vec3);u16vec4 minInvocationsInclusiveScanAMD(u16vec4);float minInvocationsExclusiveScanAMD(float);vec2 minInvocationsExclusiveScanAMD(vec2);vec3 minInvocationsExclusiveScanAMD(vec3);vec4 minInvocationsExclusiveScanAMD(vec4);int minInvocationsExclusiveScanAMD(int);ivec2 minInvocationsExclusiveScanAMD(ivec2);ivec3 minInvocationsExclusiveScanAMD(ivec3);ivec4 minInvocationsExclusiveScanAMD(ivec4);uint minInvocationsExclusiveScanAMD(uint);uvec2 minInvocationsExclusiveScanAMD(uvec2);uvec3 minInvocationsExclusiveScanAMD(uvec3);uvec4 minInvocationsExclusiveScanAMD(uvec4);double minInvocationsExclusiveScanAMD(double);dvec2 minInvocationsExclusiveScanAMD(dvec2);dvec3 minInvocationsExclusiveScanAMD(dvec3);dvec4 minInvocationsExclusiveScanAMD(dvec4);int64_t minInvocationsExclusiveScanAMD(int64_t);i64vec2 minInvocationsExclusiveScanAMD(i64vec2);i64vec3 minInvocationsExclusiveScanAMD(i64vec3);i64vec4 minInvocationsExclusiveScanAMD(i64vec4);uint64_t minInvocationsExclusiveScanAMD(uint64_t);u64vec2 minInvocationsExclusiveScanAMD(u64vec2);u64vec3 minInvocationsExclusiveScanAMD(u64vec3);u64vec4 minInvocationsExclusiveScanAMD(u64vec4);float16_t minInvocationsExclusiveScanAMD(float16_t);f16vec2 minInvocationsExclusiveScanAMD(f16vec2);f16vec3 minInvocationsExclusiveScanAMD(f16vec3);f16vec4 minInvocationsExclusiveScanAMD(f16vec4);int16_t minInvocationsExclusiveScanAMD(int16_t);i16vec2 minInvocationsExclusiveScanAMD(i16vec2);i16vec3 minInvocationsExclusiveScanAMD(i16vec3);i16vec4 minInvocationsExclusiveScanAMD(i16vec4);uint16_t minInvocationsExclusiveScanAMD(uint16_t);u16vec2 minInvocationsExclusiveScanAMD(u16vec2);u16vec3 minInvocationsExclusiveScanAMD(u16vec3);u16vec4 minInvocationsExclusiveScanAMD(u16vec4);float maxInvocationsAMD(float);vec2 maxInvocationsAMD(vec2);vec3 maxInvocationsAMD(vec3);vec4 maxInvocationsAMD(vec4);int maxInvocationsAMD(int);ivec2 maxInvocationsAMD(ivec2);ivec3 maxInvocationsAMD(ivec3);ivec4 maxInvocationsAMD(ivec4);uint maxInvocationsAMD(uint);uvec2 maxInvocationsAMD(uvec2);uvec3 maxInvocationsAMD(uvec3);uvec4 maxInvocationsAMD(uvec4);double maxInvocationsAMD(double);dvec2 maxInvocationsAMD(dvec2);dvec3 maxInvocationsAMD(dvec3);dvec4 maxInvocationsAMD(dvec4);int64_t maxInvocationsAMD(int64_t);i64vec2 maxInvocationsAMD(i64vec2);i64vec3 maxInvocationsAMD(i64vec3);i64vec4 maxInvocationsAMD(i64vec4);uint64_t maxInvocationsAMD(uint64_t);u64vec2 maxInvocationsAMD(u64vec2);u64vec3 maxInvocationsAMD(u64vec3);u64vec4 maxInvocationsAMD(u64vec4);float16_t maxInvocationsAMD(float16_t);f16vec2 maxInvocationsAMD(f16vec2);f16vec3 maxInvocationsAMD(f16vec3);f16vec4 maxInvocationsAMD(f16vec4);int16_t maxInvocationsAMD(int16_t);i16vec2 maxInvocationsAMD(i16vec2);i16vec3 maxInvocationsAMD(i16vec3);i16vec4 maxInvocationsAMD(i16vec4);uint16_t maxInvocationsAMD(uint16_t);u16vec2 maxInvocationsAMD(u16vec2);u16vec3 maxInvocationsAMD(u16vec3);u16vec4 maxInvocationsAMD(u16vec4);float maxInvocationsInclusiveScanAMD(float);vec2 maxInvocationsInclusiveScanAMD(vec2);vec3 maxInvocationsInclusiveScanAMD(vec3);vec4 maxInvocationsInclusiveScanAMD(vec4);int maxInvocationsInclusiveScanAMD(int);ivec2 maxInvocationsInclusiveScanAMD(ivec2);ivec3 maxInvocationsInclusiveScanAMD(ivec3);ivec4 maxInvocationsInclusiveScanAMD(ivec4);uint maxInvocationsInclusiveScanAMD(uint);uvec2 maxInvocationsInclusiveScanAMD(uvec2);uvec3 maxInvocationsInclusiveScanAMD(uvec3);uvec4 maxInvocationsInclusiveScanAMD(uvec4);double maxInvocationsInclusiveScanAMD(double);dvec2 maxInvocationsInclusiveScanAMD(dvec2);dvec3 maxInvocationsInclusiveScanAMD(dvec3);dvec4 maxInvocationsInclusiveScanAMD(dvec4);int64_t maxInvocationsInclusiveScanAMD(int64_t);i64vec2 maxInvocationsInclusiveScanAMD(i64vec2);i64vec3 maxInvocationsInclusiveScanAMD(i64vec3);i64vec4 maxInvocationsInclusiveScanAMD(i64vec4);uint64_t maxInvocationsInclusiveScanAMD(uint64_t);u64vec2 maxInvocationsInclusiveScanAMD(u64vec2);u64vec3 maxInvocationsInclusiveScanAMD(u64vec3);u64vec4 maxInvocationsInclusiveScanAMD(u64vec4);float16_t maxInvocationsInclusiveScanAMD(float16_t);f16vec2 maxInvocationsInclusiveScanAMD(f16vec2);f16vec3 maxInvocationsInclusiveScanAMD(f16vec3);f16vec4 maxInvocationsInclusiveScanAMD(f16vec4);int16_t maxInvocationsInclusiveScanAMD(int16_t);i16vec2 maxInvocationsInclusiveScanAMD(i16vec2);i16vec3 maxInvocationsInclusiveScanAMD(i16vec3);i16vec4 maxInvocationsInclusiveScanAMD(i16vec4);uint16_t maxInvocationsInclusiveScanAMD(uint16_t);u16vec2 maxInvocationsInclusiveScanAMD(u16vec2);u16vec3 maxInvocationsInclusiveScanAMD(u16vec3);u16vec4 maxInvocationsInclusiveScanAMD(u16vec4);float maxInvocationsExclusiveScanAMD(float);vec2 maxInvocationsExclusiveScanAMD(vec2);vec3 maxInvocationsExclusiveScanAMD(vec3);vec4 maxInvocationsExclusiveScanAMD(vec4);int maxInvocationsExclusiveScanAMD(int);ivec2 maxInvocationsExclusiveScanAMD(ivec2);ivec3 maxInvocationsExclusiveScanAMD(ivec3);ivec4 maxInvocationsExclusiveScanAMD(ivec4);uint maxInvocationsExclusiveScanAMD(uint);uvec2 maxInvocationsExclusiveScanAMD(uvec2);uvec3 maxInvocationsExclusiveScanAMD(uvec3);uvec4 maxInvocationsExclusiveScanAMD(uvec4);double maxInvocationsExclusiveScanAMD(double);dvec2 maxInvocationsExclusiveScanAMD(dvec2);dvec3 maxInvocationsExclusiveScanAMD(dvec3);dvec4 maxInvocationsExclusiveScanAMD(dvec4);int64_t maxInvocationsExclusiveScanAMD(int64_t);i64vec2 maxInvocationsExclusiveScanAMD(i64vec2);i64vec3 maxInvocationsExclusiveScanAMD(i64vec3);i64vec4 maxInvocationsExclusiveScanAMD(i64vec4);uint64_t maxInvocationsExclusiveScanAMD(uint64_t);u64vec2 maxInvocationsExclusiveScanAMD(u64vec2);u64vec3 maxInvocationsExclusiveScanAMD(u64vec3);u64vec4 maxInvocationsExclusiveScanAMD(u64vec4);float16_t maxInvocationsExclusiveScanAMD(float16_t);f16vec2 maxInvocationsExclusiveScanAMD(f16vec2);f16vec3 maxInvocationsExclusiveScanAMD(f16vec3);f16vec4 maxInvocationsExclusiveScanAMD(f16vec4);int16_t maxInvocationsExclusiveScanAMD(int16_t);i16vec2 maxInvocationsExclusiveScanAMD(i16vec2);i16vec3 maxInvocationsExclusiveScanAMD(i16vec3);i16vec4 maxInvocationsExclusiveScanAMD(i16vec4);uint16_t maxInvocationsExclusiveScanAMD(uint16_t);u16vec2 maxInvocationsExclusiveScanAMD(u16vec2);u16vec3 maxInvocationsExclusiveScanAMD(u16vec3);u16vec4 maxInvocationsExclusiveScanAMD(u16vec4);float addInvocationsAMD(float);vec2 addInvocationsAMD(vec2);vec3 addInvocationsAMD(vec3);vec4 addInvocationsAMD(vec4);int addInvocationsAMD(int);ivec2 addInvocationsAMD(ivec2);ivec3 addInvocationsAMD(ivec3);ivec4 addInvocationsAMD(ivec4);uint addInvocationsAMD(uint);uvec2 addInvocationsAMD(uvec2);uvec3 addInvocationsAMD(uvec3);uvec4 addInvocationsAMD(uvec4);double addInvocationsAMD(double);dvec2 addInvocationsAMD(dvec2);dvec3 addInvocationsAMD(dvec3);dvec4 addInvocationsAMD(dvec4);int64_t addInvocationsAMD(int64_t);i64vec2 addInvocationsAMD(i64vec2);i64vec3 addInvocationsAMD(i64vec3);i64vec4 addInvocationsAMD(i64vec4);uint64_t addInvocationsAMD(uint64_t);u64vec2 addInvocationsAMD(u64vec2);u64vec3 addInvocationsAMD(u64vec3);u64vec4 addInvocationsAMD(u64vec4);float16_t addInvocationsAMD(float16_t);f16vec2 addInvocationsAMD(f16vec2);f16vec3 addInvocationsAMD(f16vec3);f16vec4 addInvocationsAMD(f16vec4);int16_t addInvocationsAMD(int16_t);i16vec2 addInvocationsAMD(i16vec2);i16vec3 addInvocationsAMD(i16vec3);i16vec4 addInvocationsAMD(i16vec4);uint16_t addInvocationsAMD(uint16_t);u16vec2 addInvocationsAMD(u16vec2);u16vec3 addInvocationsAMD(u16vec3);u16vec4 addInvocationsAMD(u16vec4);float addInvocationsInclusiveScanAMD(float);vec2 addInvocationsInclusiveScanAMD(vec2);vec3 addInvocationsInclusiveScanAMD(vec3);vec4 addInvocationsInclusiveScanAMD(vec4);int addInvocationsInclusiveScanAMD(int);ivec2 addInvocationsInclusiveScanAMD(ivec2);ivec3 addInvocationsInclusiveScanAMD(ivec3);ivec4 addInvocationsInclusiveScanAMD(ivec4);uint addInvocationsInclusiveScanAMD(uint);uvec2 addInvocationsInclusiveScanAMD(uvec2);uvec3 addInvocationsInclusiveScanAMD(uvec3);uvec4 addInvocationsInclusiveScanAMD(uvec4);double addInvocationsInclusiveScanAMD(double);dvec2 addInvocationsInclusiveScanAMD(dvec2);dvec3 addInvocationsInclusiveScanAMD(dvec3);dvec4 addInvocationsInclusiveScanAMD(dvec4);int64_t addInvocationsInclusiveScanAMD(int64_t);i64vec2 addInvocationsInclusiveScanAMD(i64vec2);i64vec3 addInvocationsInclusiveScanAMD(i64vec3);i64vec4 addInvocationsInclusiveScanAMD(i64vec4);uint64_t addInvocationsInclusiveScanAMD(uint64_t);u64vec2 addInvocationsInclusiveScanAMD(u64vec2);u64vec3 addInvocationsInclusiveScanAMD(u64vec3);u64vec4 addInvocationsInclusiveScanAMD(u64vec4);float16_t addInvocationsInclusiveScanAMD(float16_t);f16vec2 addInvocationsInclusiveScanAMD(f16vec2);f16vec3 addInvocationsInclusiveScanAMD(f16vec3);f16vec4 addInvocationsInclusiveScanAMD(f16vec4);int16_t addInvocationsInclusiveScanAMD(int16_t);i16vec2 addInvocationsInclusiveScanAMD(i16vec2);i16vec3 addInvocationsInclusiveScanAMD(i16vec3);i16vec4 addInvocationsInclusiveScanAMD(i16vec4);uint16_t addInvocationsInclusiveScanAMD(uint16_t);u16vec2 addInvocationsInclusiveScanAMD(u16vec2);u16vec3 addInvocationsInclusiveScanAMD(u16vec3);u16vec4 addInvocationsInclusiveScanAMD(u16vec4);float addInvocationsExclusiveScanAMD(float);vec2 addInvocationsExclusiveScanAMD(vec2);vec3 addInvocationsExclusiveScanAMD(vec3);vec4 addInvocationsExclusiveScanAMD(vec4);int addInvocationsExclusiveScanAMD(int);ivec2 addInvocationsExclusiveScanAMD(ivec2);ivec3 addInvocationsExclusiveScanAMD(ivec3);ivec4 addInvocationsExclusiveScanAMD(ivec4);uint addInvocationsExclusiveScanAMD(uint);uvec2 addInvocationsExclusiveScanAMD(uvec2);uvec3 addInvocationsExclusiveScanAMD(uvec3);uvec4 addInvocationsExclusiveScanAMD(uvec4);double addInvocationsExclusiveScanAMD(double);dvec2 addInvocationsExclusiveScanAMD(dvec2);dvec3 addInvocationsExclusiveScanAMD(dvec3);dvec4 addInvocationsExclusiveScanAMD(dvec4);int64_t addInvocationsExclusiveScanAMD(int64_t);i64vec2 addInvocationsExclusiveScanAMD(i64vec2);i64vec3 addInvocationsExclusiveScanAMD(i64vec3);i64vec4 addInvocationsExclusiveScanAMD(i64vec4);uint64_t addInvocationsExclusiveScanAMD(uint64_t);u64vec2 addInvocationsExclusiveScanAMD(u64vec2);u64vec3 addInvocationsExclusiveScanAMD(u64vec3);u64vec4 addInvocationsExclusiveScanAMD(u64vec4);float16_t addInvocationsExclusiveScanAMD(float16_t);f16vec2 addInvocationsExclusiveScanAMD(f16vec2);f16vec3 addInvocationsExclusiveScanAMD(f16vec3);f16vec4 addInvocationsExclusiveScanAMD(f16vec4);int16_t addInvocationsExclusiveScanAMD(int16_t);i16vec2 addInvocationsExclusiveScanAMD(i16vec2);i16vec3 addInvocationsExclusiveScanAMD(i16vec3);i16vec4 addInvocationsExclusiveScanAMD(i16vec4);uint16_t addInvocationsExclusiveScanAMD(uint16_t);u16vec2 addInvocationsExclusiveScanAMD(u16vec2);u16vec3 addInvocationsExclusiveScanAMD(u16vec3);u16vec4 addInvocationsExclusiveScanAMD(u16vec4);float minInvocationsNonUniformAMD(float);vec2 minInvocationsNonUniformAMD(vec2);vec3 minInvocationsNonUniformAMD(vec3);vec4 minInvocationsNonUniformAMD(vec4);int minInvocationsNonUniformAMD(int);ivec2 minInvocationsNonUniformAMD(ivec2);ivec3 minInvocationsNonUniformAMD(ivec3);ivec4 minInvocationsNonUniformAMD(ivec4);uint minInvocationsNonUniformAMD(uint);uvec2 minInvocationsNonUniformAMD(uvec2);uvec3 minInvocationsNonUniformAMD(uvec3);uvec4 minInvocationsNonUniformAMD(uvec4);double minInvocationsNonUniformAMD(double);dvec2 minInvocationsNonUniformAMD(dvec2);dvec3 minInvocationsNonUniformAMD(dvec3);dvec4 minInvocationsNonUniformAMD(dvec4);int64_t minInvocationsNonUniformAMD(int64_t);i64vec2 minInvocationsNonUniformAMD(i64vec2);i64vec3 minInvocationsNonUniformAMD(i64vec3);i64vec4 minInvocationsNonUniformAMD(i64vec4);uint64_t minInvocationsNonUniformAMD(uint64_t);u64vec2 minInvocationsNonUniformAMD(u64vec2);u64vec3 minInvocationsNonUniformAMD(u64vec3);u64vec4 minInvocationsNonUniformAMD(u64vec4);float16_t minInvocationsNonUniformAMD(float16_t);f16vec2 minInvocationsNonUniformAMD(f16vec2);f16vec3 minInvocationsNonUniformAMD(f16vec3);f16vec4 minInvocationsNonUniformAMD(f16vec4);int16_t minInvocationsNonUniformAMD(int16_t);i16vec2 minInvocationsNonUniformAMD(i16vec2);i16vec3 minInvocationsNonUniformAMD(i16vec3);i16vec4 minInvocationsNonUniformAMD(i16vec4);uint16_t minInvocationsNonUniformAMD(uint16_t);u16vec2 minInvocationsNonUniformAMD(u16vec2);u16vec3 minInvocationsNonUniformAMD(u16vec3);u16vec4 minInvocationsNonUniformAMD(u16vec4);float minInvocationsInclusiveScanNonUniformAMD(float);vec2 minInvocationsInclusiveScanNonUniformAMD(vec2);vec3 minInvocationsInclusiveScanNonUniformAMD(vec3);vec4 minInvocationsInclusiveScanNonUniformAMD(vec4);int minInvocationsInclusiveScanNonUniformAMD(int);ivec2 minInvocationsInclusiveScanNonUniformAMD(ivec2);ivec3 minInvocationsInclusiveScanNonUniformAMD(ivec3);ivec4 minInvocationsInclusiveScanNonUniformAMD(ivec4);uint minInvocationsInclusiveScanNonUniformAMD(uint);uvec2 minInvocationsInclusiveScanNonUniformAMD(uvec2);uvec3 minInvocationsInclusiveScanNonUniformAMD(uvec3);uvec4 minInvocationsInclusiveScanNonUniformAMD(uvec4);double minInvocationsInclusiveScanNonUniformAMD(double);dvec2 minInvocationsInclusiveScanNonUniformAMD(dvec2);dvec3 minInvocationsInclusiveScanNonUniformAMD(dvec3);dvec4 minInvocationsInclusiveScanNonUniformAMD(dvec4);int64_t minInvocationsInclusiveScanNonUniformAMD(int64_t);i64vec2 minInvocationsInclusiveScanNonUniformAMD(i64vec2);i64vec3 minInvocationsInclusiveScanNonUniformAMD(i64vec3);i64vec4 minInvocationsInclusiveScanNonUniformAMD(i64vec4);uint64_t minInvocationsInclusiveScanNonUniformAMD(uint64_t);u64vec2 minInvocationsInclusiveScanNonUniformAMD(u64vec2);u64vec3 minInvocationsInclusiveScanNonUniformAMD(u64vec3);u64vec4 minInvocationsInclusiveScanNonUniformAMD(u64vec4);float16_t minInvocationsInclusiveScanNonUniformAMD(float16_t);f16vec2 minInvocationsInclusiveScanNonUniformAMD(f16vec2);f16vec3 minInvocationsInclusiveScanNonUniformAMD(f16vec3);f16vec4 minInvocationsInclusiveScanNonUniformAMD(f16vec4);int16_t minInvocationsInclusiveScanNonUniformAMD(int16_t);i16vec2 minInvocationsInclusiveScanNonUniformAMD(i16vec2);i16vec3 minInvocationsInclusiveScanNonUniformAMD(i16vec3);i16vec4 minInvocationsInclusiveScanNonUniformAMD(i16vec4);uint16_t minInvocationsInclusiveScanNonUniformAMD(uint16_t);u16vec2 minInvocationsInclusiveScanNonUniformAMD(u16vec2);u16vec3 minInvocationsInclusiveScanNonUniformAMD(u16vec3);u16vec4 minInvocationsInclusiveScanNonUniformAMD(u16vec4);float minInvocationsExclusiveScanNonUniformAMD(float);vec2 minInvocationsExclusiveScanNonUniformAMD(vec2);vec3 minInvocationsExclusiveScanNonUniformAMD(vec3);vec4 minInvocationsExclusiveScanNonUniformAMD(vec4);int minInvocationsExclusiveScanNonUniformAMD(int);ivec2 minInvocationsExclusiveScanNonUniformAMD(ivec2);ivec3 minInvocationsExclusiveScanNonUniformAMD(ivec3);ivec4 minInvocationsExclusiveScanNonUniformAMD(ivec4);uint minInvocationsExclusiveScanNonUniformAMD(uint);uvec2 minInvocationsExclusiveScanNonUniformAMD(uvec2);uvec3 minInvocationsExclusiveScanNonUniformAMD(uvec3);uvec4 minInvocationsExclusiveScanNonUniformAMD(uvec4);double minInvocationsExclusiveScanNonUniformAMD(double);dvec2 minInvocationsExclusiveScanNonUniformAMD(dvec2);dvec3 minInvocationsExclusiveScanNonUniformAMD(dvec3);dvec4 minInvocationsExclusiveScanNonUniformAMD(dvec4);int64_t minInvocationsExclusiveScanNonUniformAMD(int64_t);i64vec2 minInvocationsExclusiveScanNonUniformAMD(i64vec2);i64vec3 minInvocationsExclusiveScanNonUniformAMD(i64vec3);i64vec4 minInvocationsExclusiveScanNonUniformAMD(i64vec4);uint64_t minInvocationsExclusiveScanNonUniformAMD(uint64_t);u64vec2 minInvocationsExclusiveScanNonUniformAMD(u64vec2);u64vec3 minInvocationsExclusiveScanNonUniformAMD(u64vec3);u64vec4 minInvocationsExclusiveScanNonUniformAMD(u64vec4);float16_t minInvocationsExclusiveScanNonUniformAMD(float16_t);f16vec2 minInvocationsExclusiveScanNonUniformAMD(f16vec2);f16vec3 minInvocationsExclusiveScanNonUniformAMD(f16vec3);f16vec4 minInvocationsExclusiveScanNonUniformAMD(f16vec4);int16_t minInvocationsExclusiveScanNonUniformAMD(int16_t);i16vec2 minInvocationsExclusiveScanNonUniformAMD(i16vec2);i16vec3 minInvocationsExclusiveScanNonUniformAMD(i16vec3);i16vec4 minInvocationsExclusiveScanNonUniformAMD(i16vec4);uint16_t minInvocationsExclusiveScanNonUniformAMD(uint16_t);u16vec2 minInvocationsExclusiveScanNonUniformAMD(u16vec2);u16vec3 minInvocationsExclusiveScanNonUniformAMD(u16vec3);u16vec4 minInvocationsExclusiveScanNonUniformAMD(u16vec4);float maxInvocationsNonUniformAMD(float);vec2 maxInvocationsNonUniformAMD(vec2);vec3 maxInvocationsNonUniformAMD(vec3);vec4 maxInvocationsNonUniformAMD(vec4);int maxInvocationsNonUniformAMD(int);ivec2 maxInvocationsNonUniformAMD(ivec2);ivec3 maxInvocationsNonUniformAMD(ivec3);ivec4 maxInvocationsNonUniformAMD(ivec4);uint maxInvocationsNonUniformAMD(uint);uvec2 maxInvocationsNonUniformAMD(uvec2);uvec3 maxInvocationsNonUniformAMD(uvec3);uvec4 maxInvocationsNonUniformAMD(uvec4);double maxInvocationsNonUniformAMD(double);dvec2 maxInvocationsNonUniformAMD(dvec2);dvec3 maxInvocationsNonUniformAMD(dvec3);dvec4 maxInvocationsNonUniformAMD(dvec4);int64_t maxInvocationsNonUniformAMD(int64_t);i64vec2 maxInvocationsNonUniformAMD(i64vec2);i64vec3 maxInvocationsNonUniformAMD(i64vec3);i64vec4 maxInvocationsNonUniformAMD(i64vec4);uint64_t maxInvocationsNonUniformAMD(uint64_t);u64vec2 maxInvocationsNonUniformAMD(u64vec2);u64vec3 maxInvocationsNonUniformAMD(u64vec3);u64vec4 maxInvocationsNonUniformAMD(u64vec4);float16_t maxInvocationsNonUniformAMD(float16_t);f16vec2 maxInvocationsNonUniformAMD(f16vec2);f16vec3 maxInvocationsNonUniformAMD(f16vec3);f16vec4 maxInvocationsNonUniformAMD(f16vec4);int16_t maxInvocationsNonUniformAMD(int16_t);i16vec2 maxInvocationsNonUniformAMD(i16vec2);i16vec3 maxInvocationsNonUniformAMD(i16vec3);i16vec4 maxInvocationsNonUniformAMD(i16vec4);uint16_t maxInvocationsNonUniformAMD(uint16_t);u16vec2 maxInvocationsNonUniformAMD(u16vec2);u16vec3 maxInvocationsNonUniformAMD(u16vec3);u16vec4 maxInvocationsNonUniformAMD(u16vec4);float maxInvocationsInclusiveScanNonUniformAMD(float);vec2 maxInvocationsInclusiveScanNonUniformAMD(vec2);vec3 maxInvocationsInclusiveScanNonUniformAMD(vec3);vec4 maxInvocationsInclusiveScanNonUniformAMD(vec4);int maxInvocationsInclusiveScanNonUniformAMD(int);ivec2 maxInvocationsInclusiveScanNonUniformAMD(ivec2);ivec3 maxInvocationsInclusiveScanNonUniformAMD(ivec3);ivec4 maxInvocationsInclusiveScanNonUniformAMD(ivec4);uint maxInvocationsInclusiveScanNonUniformAMD(uint);uvec2 maxInvocationsInclusiveScanNonUniformAMD(uvec2);uvec3 maxInvocationsInclusiveScanNonUniformAMD(uvec3);uvec4 maxInvocationsInclusiveScanNonUniformAMD(uvec4);double maxInvocationsInclusiveScanNonUniformAMD(double);dvec2 maxInvocationsInclusiveScanNonUniformAMD(dvec2);dvec3 maxInvocationsInclusiveScanNonUniformAMD(dvec3);dvec4 maxInvocationsInclusiveScanNonUniformAMD(dvec4);int64_t maxInvocationsInclusiveScanNonUniformAMD(int64_t);i64vec2 maxInvocationsInclusiveScanNonUniformAMD(i64vec2);i64vec3 maxInvocationsInclusiveScanNonUniformAMD(i64vec3);i64vec4 maxInvocationsInclusiveScanNonUniformAMD(i64vec4);uint64_t maxInvocationsInclusiveScanNonUniformAMD(uint64_t);u64vec2 maxInvocationsInclusiveScanNonUniformAMD(u64vec2);u64vec3 maxInvocationsInclusiveScanNonUniformAMD(u64vec3);u64vec4 maxInvocationsInclusiveScanNonUniformAMD(u64vec4);float16_t maxInvocationsInclusiveScanNonUniformAMD(float16_t);f16vec2 maxInvocationsInclusiveScanNonUniformAMD(f16vec2);f16vec3 maxInvocationsInclusiveScanNonUniformAMD(f16vec3);f16vec4 maxInvocationsInclusiveScanNonUniformAMD(f16vec4);int16_t maxInvocationsInclusiveScanNonUniformAMD(int16_t);i16vec2 maxInvocationsInclusiveScanNonUniformAMD(i16vec2);i16vec3 maxInvocationsInclusiveScanNonUniformAMD(i16vec3);i16vec4 maxInvocationsInclusiveScanNonUniformAMD(i16vec4);uint16_t maxInvocationsInclusiveScanNonUniformAMD(uint16_t);u16vec2 maxInvocationsInclusiveScanNonUniformAMD(u16vec2);u16vec3 maxInvocationsInclusiveScanNonUniformAMD(u16vec3);u16vec4 maxInvocationsInclusiveScanNonUniformAMD(u16vec4);float maxInvocationsExclusiveScanNonUniformAMD(float);vec2 maxInvocationsExclusiveScanNonUniformAMD(vec2);vec3 maxInvocationsExclusiveScanNonUniformAMD(vec3);vec4 maxInvocationsExclusiveScanNonUniformAMD(vec4);int maxInvocationsExclusiveScanNonUniformAMD(int);ivec2 maxInvocationsExclusiveScanNonUniformAMD(ivec2);ivec3 maxInvocationsExclusiveScanNonUniformAMD(ivec3);ivec4 maxInvocationsExclusiveScanNonUniformAMD(ivec4);uint maxInvocationsExclusiveScanNonUniformAMD(uint);uvec2 maxInvocationsExclusiveScanNonUniformAMD(uvec2);uvec3 maxInvocationsExclusiveScanNonUniformAMD(uvec3);uvec4 maxInvocationsExclusiveScanNonUniformAMD(uvec4);double maxInvocationsExclusiveScanNonUniformAMD(double);dvec2 maxInvocationsExclusiveScanNonUniformAMD(dvec2);dvec3 maxInvocationsExclusiveScanNonUniformAMD(dvec3);dvec4 maxInvocationsExclusiveScanNonUniformAMD(dvec4);int64_t maxInvocationsExclusiveScanNonUniformAMD(int64_t);i64vec2 maxInvocationsExclusiveScanNonUniformAMD(i64vec2);i64vec3 maxInvocationsExclusiveScanNonUniformAMD(i64vec3);i64vec4 maxInvocationsExclusiveScanNonUniformAMD(i64vec4);uint64_t maxInvocationsExclusiveScanNonUniformAMD(uint64_t);u64vec2 maxInvocationsExclusiveScanNonUniformAMD(u64vec2);u64vec3 maxInvocationsExclusiveScanNonUniformAMD(u64vec3);u64vec4 maxInvocationsExclusiveScanNonUniformAMD(u64vec4);float16_t maxInvocationsExclusiveScanNonUniformAMD(float16_t);f16vec2 maxInvocationsExclusiveScanNonUniformAMD(f16vec2);f16vec3 maxInvocationsExclusiveScanNonUniformAMD(f16vec3);f16vec4 maxInvocationsExclusiveScanNonUniformAMD(f16vec4);int16_t maxInvocationsExclusiveScanNonUniformAMD(int16_t);i16vec2 maxInvocationsExclusiveScanNonUniformAMD(i16vec2);i16vec3 maxInvocationsExclusiveScanNonUniformAMD(i16vec3);i16vec4 maxInvocationsExclusiveScanNonUniformAMD(i16vec4);uint16_t maxInvocationsExclusiveScanNonUniformAMD(uint16_t);u16vec2 maxInvocationsExclusiveScanNonUniformAMD(u16vec2);u16vec3 maxInvocationsExclusiveScanNonUniformAMD(u16vec3);u16vec4 maxInvocationsExclusiveScanNonUniformAMD(u16vec4);float addInvocationsNonUniformAMD(float);vec2 addInvocationsNonUniformAMD(vec2);vec3 addInvocationsNonUniformAMD(vec3);vec4 addInvocationsNonUniformAMD(vec4);int addInvocationsNonUniformAMD(int);ivec2 addInvocationsNonUniformAMD(ivec2);ivec3 addInvocationsNonUniformAMD(ivec3);ivec4 addInvocationsNonUniformAMD(ivec4);uint addInvocationsNonUniformAMD(uint);uvec2 addInvocationsNonUniformAMD(uvec2);uvec3 addInvocationsNonUniformAMD(uvec3);uvec4 addInvocationsNonUniformAMD(uvec4);double addInvocationsNonUniformAMD(double);dvec2 addInvocationsNonUniformAMD(dvec2);dvec3 addInvocationsNonUniformAMD(dvec3);dvec4 addInvocationsNonUniformAMD(dvec4);int64_t addInvocationsNonUniformAMD(int64_t);i64vec2 addInvocationsNonUniformAMD(i64vec2);i64vec3 addInvocationsNonUniformAMD(i64vec3);i64vec4 addInvocationsNonUniformAMD(i64vec4);uint64_t addInvocationsNonUniformAMD(uint64_t);u64vec2 addInvocationsNonUniformAMD(u64vec2);u64vec3 addInvocationsNonUniformAMD(u64vec3);u64vec4 addInvocationsNonUniformAMD(u64vec4);float16_t addInvocationsNonUniformAMD(float16_t);f16vec2 addInvocationsNonUniformAMD(f16vec2);f16vec3 addInvocationsNonUniformAMD(f16vec3);f16vec4 addInvocationsNonUniformAMD(f16vec4);int16_t addInvocationsNonUniformAMD(int16_t);i16vec2 addInvocationsNonUniformAMD(i16vec2);i16vec3 addInvocationsNonUniformAMD(i16vec3);i16vec4 addInvocationsNonUniformAMD(i16vec4);uint16_t addInvocationsNonUniformAMD(uint16_t);u16vec2 addInvocationsNonUniformAMD(u16vec2);u16vec3 addInvocationsNonUniformAMD(u16vec3);u16vec4 addInvocationsNonUniformAMD(u16vec4);float addInvocationsInclusiveScanNonUniformAMD(float);vec2 addInvocationsInclusiveScanNonUniformAMD(vec2);vec3 addInvocationsInclusiveScanNonUniformAMD(vec3);vec4 addInvocationsInclusiveScanNonUniformAMD(vec4);int addInvocationsInclusiveScanNonUniformAMD(int);ivec2 addInvocationsInclusiveScanNonUniformAMD(ivec2);ivec3 addInvocationsInclusiveScanNonUniformAMD(ivec3);ivec4 addInvocationsInclusiveScanNonUniformAMD(ivec4);uint addInvocationsInclusiveScanNonUniformAMD(uint);uvec2 addInvocationsInclusiveScanNonUniformAMD(uvec2);uvec3 addInvocationsInclusiveScanNonUniformAMD(uvec3);uvec4 addInvocationsInclusiveScanNonUniformAMD(uvec4);double addInvocationsInclusiveScanNonUniformAMD(double);dvec2 addInvocationsInclusiveScanNonUniformAMD(dvec2);dvec3 addInvocationsInclusiveScanNonUniformAMD(dvec3);dvec4 addInvocationsInclusiveScanNonUniformAMD(dvec4);int64_t addInvocationsInclusiveScanNonUniformAMD(int64_t);i64vec2 addInvocationsInclusiveScanNonUniformAMD(i64vec2);i64vec3 addInvocationsInclusiveScanNonUniformAMD(i64vec3);i64vec4 addInvocationsInclusiveScanNonUniformAMD(i64vec4);uint64_t addInvocationsInclusiveScanNonUniformAMD(uint64_t);u64vec2 addInvocationsInclusiveScanNonUniformAMD(u64vec2);u64vec3 addInvocationsInclusiveScanNonUniformAMD(u64vec3);u64vec4 addInvocationsInclusiveScanNonUniformAMD(u64vec4);float16_t addInvocationsInclusiveScanNonUniformAMD(float16_t);f16vec2 addInvocationsInclusiveScanNonUniformAMD(f16vec2);f16vec3 addInvocationsInclusiveScanNonUniformAMD(f16vec3);f16vec4 addInvocationsInclusiveScanNonUniformAMD(f16vec4);int16_t addInvocationsInclusiveScanNonUniformAMD(int16_t);i16vec2 addInvocationsInclusiveScanNonUniformAMD(i16vec2);i16vec3 addInvocationsInclusiveScanNonUniformAMD(i16vec3);i16vec4 addInvocationsInclusiveScanNonUniformAMD(i16vec4);uint16_t addInvocationsInclusiveScanNonUniformAMD(uint16_t);u16vec2 addInvocationsInclusiveScanNonUniformAMD(u16vec2);u16vec3 addInvocationsInclusiveScanNonUniformAMD(u16vec3);u16vec4 addInvocationsInclusiveScanNonUniformAMD(u16vec4);float addInvocationsExclusiveScanNonUniformAMD(float);vec2 addInvocationsExclusiveScanNonUniformAMD(vec2);vec3 addInvocationsExclusiveScanNonUniformAMD(vec3);vec4 addInvocationsExclusiveScanNonUniformAMD(vec4);int addInvocationsExclusiveScanNonUniformAMD(int);ivec2 addInvocationsExclusiveScanNonUniformAMD(ivec2);ivec3 addInvocationsExclusiveScanNonUniformAMD(ivec3);ivec4 addInvocationsExclusiveScanNonUniformAMD(ivec4);uint addInvocationsExclusiveScanNonUniformAMD(uint);uvec2 addInvocationsExclusiveScanNonUniformAMD(uvec2);uvec3 addInvocationsExclusiveScanNonUniformAMD(uvec3);uvec4 addInvocationsExclusiveScanNonUniformAMD(uvec4);double addInvocationsExclusiveScanNonUniformAMD(double);dvec2 addInvocationsExclusiveScanNonUniformAMD(dvec2);dvec3 addInvocationsExclusiveScanNonUniformAMD(dvec3);dvec4 addInvocationsExclusiveScanNonUniformAMD(dvec4);int64_t addInvocationsExclusiveScanNonUniformAMD(int64_t);i64vec2 addInvocationsExclusiveScanNonUniformAMD(i64vec2);i64vec3 addInvocationsExclusiveScanNonUniformAMD(i64vec3);i64vec4 addInvocationsExclusiveScanNonUniformAMD(i64vec4);uint64_t addInvocationsExclusiveScanNonUniformAMD(uint64_t);u64vec2 addInvocationsExclusiveScanNonUniformAMD(u64vec2);u64vec3 addInvocationsExclusiveScanNonUniformAMD(u64vec3);u64vec4 addInvocationsExclusiveScanNonUniformAMD(u64vec4);float16_t addInvocationsExclusiveScanNonUniformAMD(float16_t);f16vec2 addInvocationsExclusiveScanNonUniformAMD(f16vec2);f16vec3 addInvocationsExclusiveScanNonUniformAMD(f16vec3);f16vec4 addInvocationsExclusiveScanNonUniformAMD(f16vec4);int16_t addInvocationsExclusiveScanNonUniformAMD(int16_t);i16vec2 addInvocationsExclusiveScanNonUniformAMD(i16vec2);i16vec3 addInvocationsExclusiveScanNonUniformAMD(i16vec3);i16vec4 addInvocationsExclusiveScanNonUniformAMD(i16vec4);uint16_t addInvocationsExclusiveScanNonUniformAMD(uint16_t);u16vec2 addInvocationsExclusiveScanNonUniformAMD(u16vec2);u16vec3 addInvocationsExclusiveScanNonUniformAMD(u16vec3);u16vec4 addInvocationsExclusiveScanNonUniformAMD(u16vec4);float swizzleInvocationsAMD(float, uvec4);vec2 swizzleInvocationsAMD(vec2, uvec4);vec3 swizzleInvocationsAMD(vec3, uvec4);vec4 swizzleInvocationsAMD(vec4, uvec4);int swizzleInvocationsAMD(int, uvec4);ivec2 swizzleInvocationsAMD(ivec2, uvec4);ivec3 swizzleInvocationsAMD(ivec3, uvec4);ivec4 swizzleInvocationsAMD(ivec4, uvec4);uint swizzleInvocationsAMD(uint, uvec4);uvec2 swizzleInvocationsAMD(uvec2, uvec4);uvec3 swizzleInvocationsAMD(uvec3, uvec4);uvec4 swizzleInvocationsAMD(uvec4, uvec4);float swizzleInvocationsMaskedAMD(float, uvec3);vec2 swizzleInvocationsMaskedAMD(vec2, uvec3);vec3 swizzleInvocationsMaskedAMD(vec3, uvec3);vec4 swizzleInvocationsMaskedAMD(vec4, uvec3);int swizzleInvocationsMaskedAMD(int, uvec3);ivec2 swizzleInvocationsMaskedAMD(ivec2, uvec3);ivec3 swizzleInvocationsMaskedAMD(ivec3, uvec3);ivec4 swizzleInvocationsMaskedAMD(ivec4, uvec3);uint swizzleInvocationsMaskedAMD(uint, uvec3);uvec2 swizzleInvocationsMaskedAMD(uvec2, uvec3);uvec3 swizzleInvocationsMaskedAMD(uvec3, uvec3);uvec4 swizzleInvocationsMaskedAMD(uvec4, uvec3);float writeInvocationAMD(float, float, uint);vec2 writeInvocationAMD(vec2, vec2, uint);vec3 writeInvocationAMD(vec3, vec3, uint);vec4 writeInvocationAMD(vec4, vec4, uint);int writeInvocationAMD(int, int, uint);ivec2 writeInvocationAMD(ivec2, ivec2, uint);ivec3 writeInvocationAMD(ivec3, ivec3, uint);ivec4 writeInvocationAMD(ivec4, ivec4, uint);uint writeInvocationAMD(uint, uint, uint);uvec2 writeInvocationAMD(uvec2, uvec2, uint);uvec3 writeInvocationAMD(uvec3, uvec3, uint);uvec4 writeInvocationAMD(uvec4, uvec4, uint);uint mbcntAMD(uint64_t); Step #5: float cubeFaceIndexAMD(vec3);vec2 cubeFaceCoordAMD(vec3);uint64_t timeAMD();in int gl_SIMDGroupSizeAMD; Step #5: uint fragmentMaskFetchAMD(sampler2DMS, ivec2);uint fragmentMaskFetchAMD(isampler2DMS, ivec2);uint fragmentMaskFetchAMD(usampler2DMS, ivec2);uint fragmentMaskFetchAMD(sampler2DMSArray, ivec3);uint fragmentMaskFetchAMD(isampler2DMSArray, ivec3);uint fragmentMaskFetchAMD(usampler2DMSArray, ivec3);vec4 fragmentFetchAMD(sampler2DMS, ivec2, uint);ivec4 fragmentFetchAMD(isampler2DMS, ivec2, uint);uvec4 fragmentFetchAMD(usampler2DMS, ivec2, uint);vec4 fragmentFetchAMD(sampler2DMSArray, ivec3, uint);ivec4 fragmentFetchAMD(isampler2DMSArray, ivec3, uint);uvec4 fragmentFetchAMD(usampler2DMSArray, ivec3, uint); 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: struct gl_TextureFootprint2DNV {uvec2 anchor;uvec2 offset;uvec2 mask;uint lod;uint granularity;};struct gl_TextureFootprint3DNV {uvec3 anchor;uvec3 offset;uvec2 mask;uint lod;uint granularity;};bool textureFootprintNV(sampler2D, vec2, int, bool, out gl_TextureFootprint2DNV);bool textureFootprintNV(sampler3D, vec3, int, bool, out gl_TextureFootprint3DNV);bool textureFootprintNV(sampler2D, vec2, int, bool, out gl_TextureFootprint2DNV, float);bool textureFootprintNV(sampler3D, vec3, int, bool, out gl_TextureFootprint3DNV, float);bool textureFootprintClampNV(sampler2D, vec2, float, int, bool, out gl_TextureFootprint2DNV);bool textureFootprintClampNV(sampler3D, vec3, float, int, bool, out gl_TextureFootprint3DNV);bool textureFootprintClampNV(sampler2D, vec2, float, int, bool, out gl_TextureFootprint2DNV, float);bool textureFootprintClampNV(sampler3D, vec3, float, int, bool, out gl_TextureFootprint3DNV, float);bool textureFootprintLodNV(sampler2D, vec2, float, int, bool, out gl_TextureFootprint2DNV);bool textureFootprintLodNV(sampler3D, vec3, float, int, bool, out gl_TextureFootprint3DNV);bool textureFootprintGradNV(sampler2D, vec2, vec2, vec2, int, bool, out gl_TextureFootprint2DNV);bool textureFootprintGradClampNV(sampler2D, vec2, vec2, vec2, float, int, bool, out gl_TextureFootprint2DNV); Step #5: float16_t radians(float16_t);f16vec2 radians(f16vec2);f16vec3 radians(f16vec3);f16vec4 radians(f16vec4);float16_t degrees(float16_t);f16vec2 degrees(f16vec2);f16vec3 degrees(f16vec3);f16vec4 degrees(f16vec4);float16_t sin(float16_t);f16vec2 sin(f16vec2);f16vec3 sin(f16vec3);f16vec4 sin(f16vec4);float16_t cos(float16_t);f16vec2 cos(f16vec2);f16vec3 cos(f16vec3);f16vec4 cos(f16vec4);float16_t tan(float16_t);f16vec2 tan(f16vec2);f16vec3 tan(f16vec3);f16vec4 tan(f16vec4);float16_t asin(float16_t);f16vec2 asin(f16vec2);f16vec3 asin(f16vec3);f16vec4 asin(f16vec4);float16_t acos(float16_t);f16vec2 acos(f16vec2);f16vec3 acos(f16vec3);f16vec4 acos(f16vec4);float16_t atan(float16_t, float16_t);f16vec2 atan(f16vec2, f16vec2);f16vec3 atan(f16vec3, f16vec3);f16vec4 atan(f16vec4, f16vec4);float16_t atan(float16_t);f16vec2 atan(f16vec2);f16vec3 atan(f16vec3);f16vec4 atan(f16vec4);float16_t sinh(float16_t);f16vec2 sinh(f16vec2);f16vec3 sinh(f16vec3);f16vec4 sinh(f16vec4);float16_t cosh(float16_t);f16vec2 cosh(f16vec2);f16vec3 cosh(f16vec3);f16vec4 cosh(f16vec4);float16_t tanh(float16_t);f16vec2 tanh(f16vec2);f16vec3 tanh(f16vec3);f16vec4 tanh(f16vec4);float16_t asinh(float16_t);f16vec2 asinh(f16vec2);f16vec3 asinh(f16vec3);f16vec4 asinh(f16vec4);float16_t acosh(float16_t);f16vec2 acosh(f16vec2);f16vec3 acosh(f16vec3);f16vec4 acosh(f16vec4);float16_t atanh(float16_t);f16vec2 atanh(f16vec2);f16vec3 atanh(f16vec3);f16vec4 atanh(f16vec4);float16_t pow(float16_t, float16_t);f16vec2 pow(f16vec2, f16vec2);f16vec3 pow(f16vec3, f16vec3);f16vec4 pow(f16vec4, f16vec4);float16_t exp(float16_t);f16vec2 exp(f16vec2);f16vec3 exp(f16vec3);f16vec4 exp(f16vec4);float16_t log(float16_t);f16vec2 log(f16vec2);f16vec3 log(f16vec3);f16vec4 log(f16vec4);float16_t exp2(float16_t);f16vec2 exp2(f16vec2);f16vec3 exp2(f16vec3);f16vec4 exp2(f16vec4);float16_t log2(float16_t);f16vec2 log2(f16vec2);f16vec3 log2(f16vec3);f16vec4 log2(f16vec4);float16_t sqrt(float16_t);f16vec2 sqrt(f16vec2);f16vec3 sqrt(f16vec3);f16vec4 sqrt(f16vec4);float16_t inversesqrt(float16_t);f16vec2 inversesqrt(f16vec2);f16vec3 inversesqrt(f16vec3);f16vec4 inversesqrt(f16vec4);float16_t abs(float16_t);f16vec2 abs(f16vec2);f16vec3 abs(f16vec3);f16vec4 abs(f16vec4);float16_t sign(float16_t);f16vec2 sign(f16vec2);f16vec3 sign(f16vec3);f16vec4 sign(f16vec4);float16_t floor(float16_t);f16vec2 floor(f16vec2);f16vec3 floor(f16vec3);f16vec4 floor(f16vec4);float16_t trunc(float16_t);f16vec2 trunc(f16vec2);f16vec3 trunc(f16vec3);f16vec4 trunc(f16vec4);float16_t round(float16_t);f16vec2 round(f16vec2);f16vec3 round(f16vec3);f16vec4 round(f16vec4);float16_t roundEven(float16_t);f16vec2 roundEven(f16vec2);f16vec3 roundEven(f16vec3);f16vec4 roundEven(f16vec4);float16_t ceil(float16_t);f16vec2 ceil(f16vec2);f16vec3 ceil(f16vec3);f16vec4 ceil(f16vec4);float16_t fract(float16_t);f16vec2 fract(f16vec2);f16vec3 fract(f16vec3);f16vec4 fract(f16vec4);float16_t mod(float16_t, float16_t);f16vec2 mod(f16vec2, float16_t);f16vec3 mod(f16vec3, float16_t);f16vec4 mod(f16vec4, float16_t);f16vec2 mod(f16vec2, f16vec2);f16vec3 mod(f16vec3, f16vec3);f16vec4 mod(f16vec4, f16vec4);float16_t modf(float16_t, out float16_t);f16vec2 modf(f16vec2, out f16vec2);f16vec3 modf(f16vec3, out f16vec3);f16vec4 modf(f16vec4, out f16vec4);float16_t min(float16_t, float16_t);f16vec2 min(f16vec2, float16_t);f16vec3 min(f16vec3, float16_t);f16vec4 min(f16vec4, float16_t);f16vec2 min(f16vec2, f16vec2);f16vec3 min(f16vec3, f16vec3);f16vec4 min(f16vec4, f16vec4);float16_t max(float16_t, float16_t);f16vec2 max(f16vec2, float16_t);f16vec3 max(f16vec3, float16_t);f16vec4 max(f16vec4, float16_t);f16vec2 max(f16vec2, f16vec2);f16vec3 max(f16vec3, f16vec3);f16vec4 max(f16vec4, f16vec4);float16_t clamp(float16_t, float16_t, float16_t);f16vec2 clamp(f16vec2, float16_t, float16_t);f16vec3 clamp(f16vec3, float16_t, float16_t);f16vec4 clamp(f16vec4, float16_t, float16_t);f16vec2 clamp(f16vec2, f16vec2, f16vec2);f16vec3 clamp(f16vec3, f16vec3, f16vec3);f16vec4 clamp(f16vec4, f16vec4, f16vec4);float16_t mix(float16_t, float16_t, float16_t);f16vec2 mix(f16vec2, f16vec2, float16_t);f16vec3 mix(f16vec3, f16vec3, float16_t);f16vec4 mix(f16vec4, f16vec4, float16_t);f16vec2 mix(f16vec2, f16vec2, f16vec2);f16vec3 mix(f16vec3, f16vec3, f16vec3);f16vec4 mix(f16vec4, f16vec4, f16vec4);float16_t mix(float16_t, float16_t, bool);f16vec2 mix(f16vec2, f16vec2, bvec2);f16vec3 mix(f16vec3, f16vec3, bvec3);f16vec4 mix(f16vec4, f16vec4, bvec4);float16_t step(float16_t, float16_t);f16vec2 step(f16vec2, f16vec2);f16vec3 step(f16vec3, f16vec3);f16vec4 step(f16vec4, f16vec4);f16vec2 step(float16_t, f16vec2);f16vec3 step(float16_t, f16vec3);f16vec4 step(float16_t, f16vec4);float16_t smoothstep(float16_t, float16_t, float16_t);f16vec2 smoothstep(f16vec2, f16vec2, f16vec2);f16vec3 smoothstep(f16vec3, f16vec3, f16vec3);f16vec4 smoothstep(f16vec4, f16vec4, f16vec4);f16vec2 smoothstep(float16_t, float16_t, f16vec2);f16vec3 smoothstep(float16_t, float16_t, f16vec3);f16vec4 smoothstep(float16_t, float16_t, f16vec4);bool isnan(float16_t);bvec2 isnan(f16vec2);bvec3 isnan(f16vec3);bvec4 isnan(f16vec4);bool isinf(float16_t);bvec2 isinf(f16vec2);bvec3 isinf(f16vec3);bvec4 isinf(f16vec4);float16_t fma(float16_t, float16_t, float16_t);f16vec2 fma(f16vec2, f16vec2, f16vec2);f16vec3 fma(f16vec3, f16vec3, f16vec3);f16vec4 fma(f16vec4, f16vec4, f16vec4);float16_t frexp(float16_t, out int);f16vec2 frexp(f16vec2, out ivec2);f16vec3 frexp(f16vec3, out ivec3);f16vec4 frexp(f16vec4, out ivec4);float16_t ldexp(float16_t, in int);f16vec2 ldexp(f16vec2, in ivec2);f16vec3 ldexp(f16vec3, in ivec3);f16vec4 ldexp(f16vec4, in ivec4);uint packFloat2x16(f16vec2);f16vec2 unpackFloat2x16(uint);float16_t length(float16_t);float16_t length(f16vec2);float16_t length(f16vec3);float16_t length(f16vec4);float16_t distance(float16_t, float16_t);float16_t distance(f16vec2, f16vec2);float16_t distance(f16vec3, f16vec3);float16_t distance(f16vec4, f16vec4);float16_t dot(float16_t, float16_t);float16_t dot(f16vec2, f16vec2);float16_t dot(f16vec3, f16vec3);float16_t dot(f16vec4, f16vec4);f16vec3 cross(f16vec3, f16vec3);float16_t normalize(float16_t);f16vec2 normalize(f16vec2);f16vec3 normalize(f16vec3);f16vec4 normalize(f16vec4);float16_t faceforward(float16_t, float16_t, float16_t);f16vec2 faceforward(f16vec2, f16vec2, f16vec2);f16vec3 faceforward(f16vec3, f16vec3, f16vec3);f16vec4 faceforward(f16vec4, f16vec4, f16vec4);float16_t reflect(float16_t, float16_t);f16vec2 reflect(f16vec2, f16vec2);f16vec3 reflect(f16vec3, f16vec3);f16vec4 reflect(f16vec4, f16vec4);float16_t refract(float16_t, float16_t, float16_t);f16vec2 refract(f16vec2, f16vec2, float16_t);f16vec3 refract(f16vec3, f16vec3, float16_t);f16vec4 refract(f16vec4, f16vec4, float16_t);f16mat2 matrixCompMult(f16mat2, f16mat2);f16mat3 matrixCompMult(f16mat3, f16mat3);f16mat4 matrixCompMult(f16mat4, f16mat4);f16mat2x3 matrixCompMult(f16mat2x3, f16mat2x3);f16mat2x4 matrixCompMult(f16mat2x4, f16mat2x4);f16mat3x2 matrixCompMult(f16mat3x2, f16mat3x2);f16mat3x4 matrixCompMult(f16mat3x4, f16mat3x4);f16mat4x2 matrixCompMult(f16mat4x2, f16mat4x2);f16mat4x3 matrixCompMult(f16mat4x3, f16mat4x3);f16mat2 outerProduct(f16vec2, f16vec2);f16mat3 outerProduct(f16vec3, f16vec3);f16mat4 outerProduct(f16vec4, f16vec4);f16mat2x3 outerProduct(f16vec3, f16vec2);f16mat3x2 outerProduct(f16vec2, f16vec3);f16mat2x4 outerProduct(f16vec4, f16vec2);f16mat4x2 outerProduct(f16vec2, f16vec4);f16mat3x4 outerProduct(f16vec4, f16vec3);f16mat4x3 outerProduct(f16vec3, f16vec4);f16mat2 transpose(f16mat2);f16mat3 transpose(f16mat3);f16mat4 transpose(f16mat4);f16mat2x3 transpose(f16mat3x2);f16mat3x2 transpose(f16mat2x3);f16mat2x4 transpose(f16mat4x2);f16mat4x2 transpose(f16mat2x4);f16mat3x4 transpose(f16mat4x3);f16mat4x3 transpose(f16mat3x4);float16_t determinant(f16mat2);float16_t determinant(f16mat3);float16_t determinant(f16mat4);f16mat2 inverse(f16mat2);f16mat3 inverse(f16mat3);f16mat4 inverse(f16mat4);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);bfloat16_t dot(bfloat16_t, bfloat16_t);bfloat16_t dot(bf16vec2, bf16vec2);bfloat16_t dot(bf16vec3, bf16vec3);bfloat16_t dot(bf16vec4, bf16vec4);int16_t bfloat16BitsToIntEXT(bfloat16_t value);i16vec2 bfloat16BitsToIntEXT(bf16vec2 value);i16vec3 bfloat16BitsToIntEXT(bf16vec3 value);i16vec4 bfloat16BitsToIntEXT(bf16vec4 value);uint16_t bfloat16BitsToUintEXT(bfloat16_t value);u16vec2 bfloat16BitsToUintEXT(bf16vec2 value);u16vec3 bfloat16BitsToUintEXT(bf16vec3 value);u16vec4 bfloat16BitsToUintEXT(bf16vec4 value);bfloat16_t intBitsToBFloat16EXT(int16_t value);bf16vec2 intBitsToBFloat16EXT(i16vec2 value);bf16vec3 intBitsToBFloat16EXT(i16vec3 value);bf16vec4 intBitsToBFloat16EXT(i16vec4 value);bfloat16_t uintBitsToBFloat16EXT(uint16_t value);bf16vec2 uintBitsToBFloat16EXT(u16vec2 value);bf16vec3 uintBitsToBFloat16EXT(u16vec3 value);bf16vec4 uintBitsToBFloat16EXT(u16vec4 value);int8_t floate5m2BitsToIntEXT(floate5m2_t value);i8vec2 floate5m2BitsToIntEXT(fe5m2vec2 value);i8vec3 floate5m2BitsToIntEXT(fe5m2vec3 value);i8vec4 floate5m2BitsToIntEXT(fe5m2vec4 value);uint8_t floate5m2BitsToUintEXT(floate5m2_t value);u8vec2 floate5m2BitsToUintEXT(fe5m2vec2 value);u8vec3 floate5m2BitsToUintEXT(fe5m2vec3 value);u8vec4 floate5m2BitsToUintEXT(fe5m2vec4 value);floate5m2_t intBitsToFloate5m2EXT(int8_t value);fe5m2vec2 intBitsToFloate5m2EXT(i8vec2 value);fe5m2vec3 intBitsToFloate5m2EXT(i8vec3 value);fe5m2vec4 intBitsToFloate5m2EXT(i8vec4 value);floate5m2_t uintBitsToFloate5m2EXT(uint8_t value);fe5m2vec2 uintBitsToFloate5m2EXT(u8vec2 value);fe5m2vec3 uintBitsToFloate5m2EXT(u8vec3 value);fe5m2vec4 uintBitsToFloate5m2EXT(u8vec4 value);int8_t floate4m3BitsToIntEXT(floate4m3_t value);i8vec2 floate4m3BitsToIntEXT(fe4m3vec2 value);i8vec3 floate4m3BitsToIntEXT(fe4m3vec3 value);i8vec4 floate4m3BitsToIntEXT(fe4m3vec4 value);uint8_t floate4m3BitsToUintEXT(floate4m3_t value);u8vec2 floate4m3BitsToUintEXT(fe4m3vec2 value);u8vec3 floate4m3BitsToUintEXT(fe4m3vec3 value);u8vec4 floate4m3BitsToUintEXT(fe4m3vec4 value);floate4m3_t intBitsToFloate4m3EXT(int8_t value);fe4m3vec2 intBitsToFloate4m3EXT(i8vec2 value);fe4m3vec3 intBitsToFloate4m3EXT(i8vec3 value);fe4m3vec4 intBitsToFloate4m3EXT(i8vec4 value);floate4m3_t uintBitsToFloate4m3EXT(uint8_t value);fe4m3vec2 uintBitsToFloate4m3EXT(u8vec2 value);fe4m3vec3 uintBitsToFloate4m3EXT(u8vec3 value);fe4m3vec4 uintBitsToFloate4m3EXT(u8vec4 value);void saturatedConvertEXT();int8_t floatue8m0BitsToIntEXT(floatue8m0_t value);i8vec2 floatue8m0BitsToIntEXT(fue8m0vec2 value);i8vec3 floatue8m0BitsToIntEXT(fue8m0vec3 value);i8vec4 floatue8m0BitsToIntEXT(fue8m0vec4 value);uint8_t floatue8m0BitsToUintEXT(floatue8m0_t value);u8vec2 floatue8m0BitsToUintEXT(fue8m0vec2 value);u8vec3 floatue8m0BitsToUintEXT(fue8m0vec3 value);u8vec4 floatue8m0BitsToUintEXT(fue8m0vec4 value);floatue8m0_t intBitsToFloatue8m0EXT(int8_t value);fue8m0vec2 intBitsToFloatue8m0EXT(i8vec2 value);fue8m0vec3 intBitsToFloatue8m0EXT(i8vec3 value);fue8m0vec4 intBitsToFloatue8m0EXT(i8vec4 value);floatue8m0_t uintBitsToFloatue8m0EXT(uint8_t value);fue8m0vec2 uintBitsToFloatue8m0EXT(u8vec2 value);fue8m0vec3 uintBitsToFloatue8m0EXT(u8vec3 value);fue8m0vec4 uintBitsToFloatue8m0EXT(u8vec4 value);int8_t floatmxint8BitsToIntEXT(floatmxint8_t value);i8vec2 floatmxint8BitsToIntEXT(fmxint8vec2 value);i8vec3 floatmxint8BitsToIntEXT(fmxint8vec3 value);i8vec4 floatmxint8BitsToIntEXT(fmxint8vec4 value);uint8_t floatmxint8BitsToUintEXT(floatmxint8_t value);u8vec2 floatmxint8BitsToUintEXT(fmxint8vec2 value);u8vec3 floatmxint8BitsToUintEXT(fmxint8vec3 value);u8vec4 floatmxint8BitsToUintEXT(fmxint8vec4 value);floatmxint8_t intBitsToFloatmxint8EXT(int8_t value);fmxint8vec2 intBitsToFloatmxint8EXT(i8vec2 value);fmxint8vec3 intBitsToFloatmxint8EXT(i8vec3 value);fmxint8vec4 intBitsToFloatmxint8EXT(i8vec4 value);floatmxint8_t uintBitsToFloatmxint8EXT(uint8_t value);fmxint8vec2 uintBitsToFloatmxint8EXT(u8vec2 value);fmxint8vec3 uintBitsToFloatmxint8EXT(u8vec3 value);fmxint8vec4 uintBitsToFloatmxint8EXT(u8vec4 value);fe2m1vec2 unpackFloat2xfe2m1EXT(uint8_t value);fe2m1vec4 unpackFloat4xfe2m1EXT(uint16_t value);vector unpackFloat8xfe2m1EXT(uint32_t value);vector unpackFloat16xfe2m1EXT(u32vec2 value);uint8_t packFloat2xfe2m1EXT(fe2m1vec2 value);uint16_t packFloat4xfe2m1EXT(fe2m1vec4 value);uint32_t packFloat8xfe2m1EXT(vector value);u32vec2 packFloat16xfe2m1EXT(vector value);fe3m2vec4 unpackFloat4xfe3m2EXT(u8vec3 value);vector unpackFloat8xfe3m2EXT(u16vec3 value);vector unpackFloat16xfe3m2EXT(u32vec3 value);u8vec3 packFloat4xfe3m2EXT(fe3m2vec4 value);u16vec3 packFloat8xfe3m2EXT(vector value);u32vec3 packFloat16xfe3m2EXT(vector value);fe2m3vec4 unpackFloat4xfe2m3EXT(u8vec3 value);vector unpackFloat8xfe2m3EXT(u16vec3 value);vector unpackFloat16xfe2m3EXT(u32vec3 value);u8vec3 packFloat4xfe2m3EXT(fe2m3vec4 value);u16vec3 packFloat8xfe2m3EXT(vector value);u32vec3 packFloat16xfe2m3EXT(vector value);floate2m1_t bitcastExtractfe2m1EXT(uint8_t, uint);fe2m1vec2 bitcastExtractfe2m1EXT(u8vec2, uint);fe2m1vec3 bitcastExtractfe2m1EXT(u8vec3, uint);fe2m1vec4 bitcastExtractfe2m1EXT(u8vec4, uint);floate3m2_t bitcastExtractfe3m2EXT(uint8_t, uint);fe3m2vec2 bitcastExtractfe3m2EXT(u8vec2, uint);fe3m2vec3 bitcastExtractfe3m2EXT(u8vec3, uint);fe3m2vec4 bitcastExtractfe3m2EXT(u8vec4, uint);floate2m3_t bitcastExtractfe2m3EXT(uint8_t, uint);fe2m3vec2 bitcastExtractfe2m3EXT(u8vec2, uint);fe2m3vec3 bitcastExtractfe2m3EXT(u8vec3, uint);fe2m3vec4 bitcastExtractfe2m3EXT(u8vec4, uint); Step #5: int8_t abs(int8_t);i8vec2 abs(i8vec2);i8vec3 abs(i8vec3);i8vec4 abs(i8vec4);int8_t sign(int8_t);i8vec2 sign(i8vec2);i8vec3 sign(i8vec3);i8vec4 sign(i8vec4);int8_t min(int8_t x, int8_t y);i8vec2 min(i8vec2 x, int8_t y);i8vec3 min(i8vec3 x, int8_t y);i8vec4 min(i8vec4 x, int8_t y);i8vec2 min(i8vec2 x, i8vec2 y);i8vec3 min(i8vec3 x, i8vec3 y);i8vec4 min(i8vec4 x, i8vec4 y);uint8_t min(uint8_t x, uint8_t y);u8vec2 min(u8vec2 x, uint8_t y);u8vec3 min(u8vec3 x, uint8_t y);u8vec4 min(u8vec4 x, uint8_t y);u8vec2 min(u8vec2 x, u8vec2 y);u8vec3 min(u8vec3 x, u8vec3 y);u8vec4 min(u8vec4 x, u8vec4 y);int8_t max(int8_t x, int8_t y);i8vec2 max(i8vec2 x, int8_t y);i8vec3 max(i8vec3 x, int8_t y);i8vec4 max(i8vec4 x, int8_t y);i8vec2 max(i8vec2 x, i8vec2 y);i8vec3 max(i8vec3 x, i8vec3 y);i8vec4 max(i8vec4 x, i8vec4 y);uint8_t max(uint8_t x, uint8_t y);u8vec2 max(u8vec2 x, uint8_t y);u8vec3 max(u8vec3 x, uint8_t y);u8vec4 max(u8vec4 x, uint8_t y);u8vec2 max(u8vec2 x, u8vec2 y);u8vec3 max(u8vec3 x, u8vec3 y);u8vec4 max(u8vec4 x, u8vec4 y);int8_t clamp(int8_t x, int8_t minVal, int8_t maxVal);i8vec2 clamp(i8vec2 x, int8_t minVal, int8_t maxVal);i8vec3 clamp(i8vec3 x, int8_t minVal, int8_t maxVal);i8vec4 clamp(i8vec4 x, int8_t minVal, int8_t maxVal);i8vec2 clamp(i8vec2 x, i8vec2 minVal, i8vec2 maxVal);i8vec3 clamp(i8vec3 x, i8vec3 minVal, i8vec3 maxVal);i8vec4 clamp(i8vec4 x, i8vec4 minVal, i8vec4 maxVal);uint8_t clamp(uint8_t x, uint8_t minVal, uint8_t maxVal);u8vec2 clamp(u8vec2 x, uint8_t minVal, uint8_t maxVal);u8vec3 clamp(u8vec3 x, uint8_t minVal, uint8_t maxVal);u8vec4 clamp(u8vec4 x, uint8_t minVal, uint8_t maxVal);u8vec2 clamp(u8vec2 x, u8vec2 minVal, u8vec2 maxVal);u8vec3 clamp(u8vec3 x, u8vec3 minVal, u8vec3 maxVal);u8vec4 clamp(u8vec4 x, u8vec4 minVal, u8vec4 maxVal);int8_t mix(int8_t, int8_t, bool);i8vec2 mix(i8vec2, i8vec2, bvec2);i8vec3 mix(i8vec3, i8vec3, bvec3);i8vec4 mix(i8vec4, i8vec4, bvec4);uint8_t mix(uint8_t, uint8_t, bool);u8vec2 mix(u8vec2, u8vec2, bvec2);u8vec3 mix(u8vec3, u8vec3, bvec3);u8vec4 mix(u8vec4, u8vec4, bvec4);bvec2 lessThan(i8vec2, i8vec2);bvec3 lessThan(i8vec3, i8vec3);bvec4 lessThan(i8vec4, i8vec4);bvec2 lessThan(u8vec2, u8vec2);bvec3 lessThan(u8vec3, u8vec3);bvec4 lessThan(u8vec4, u8vec4);bvec2 lessThanEqual(i8vec2, i8vec2);bvec3 lessThanEqual(i8vec3, i8vec3);bvec4 lessThanEqual(i8vec4, i8vec4);bvec2 lessThanEqual(u8vec2, u8vec2);bvec3 lessThanEqual(u8vec3, u8vec3);bvec4 lessThanEqual(u8vec4, u8vec4);bvec2 greaterThan(i8vec2, i8vec2);bvec3 greaterThan(i8vec3, i8vec3);bvec4 greaterThan(i8vec4, i8vec4);bvec2 greaterThan(u8vec2, u8vec2);bvec3 greaterThan(u8vec3, u8vec3);bvec4 greaterThan(u8vec4, u8vec4);bvec2 greaterThanEqual(i8vec2, i8vec2);bvec3 greaterThanEqual(i8vec3, i8vec3);bvec4 greaterThanEqual(i8vec4, i8vec4);bvec2 greaterThanEqual(u8vec2, u8vec2);bvec3 greaterThanEqual(u8vec3, u8vec3);bvec4 greaterThanEqual(u8vec4, u8vec4);bvec2 equal(i8vec2, i8vec2);bvec3 equal(i8vec3, i8vec3);bvec4 equal(i8vec4, i8vec4);bvec2 equal(u8vec2, u8vec2);bvec3 equal(u8vec3, u8vec3);bvec4 equal(u8vec4, u8vec4);bvec2 notEqual(i8vec2, i8vec2);bvec3 notEqual(i8vec3, i8vec3);bvec4 notEqual(i8vec4, i8vec4);bvec2 notEqual(u8vec2, u8vec2);bvec3 notEqual(u8vec3, u8vec3);bvec4 notEqual(u8vec4, u8vec4); int8_t bitfieldExtract( int8_t, int8_t, int8_t);i8vec2 bitfieldExtract(i8vec2, int8_t, int8_t);i8vec3 bitfieldExtract(i8vec3, int8_t, int8_t);i8vec4 bitfieldExtract(i8vec4, int8_t, int8_t); uint8_t bitfieldExtract( uint8_t, int8_t, int8_t);u8vec2 bitfieldExtract(u8vec2, int8_t, int8_t);u8vec3 bitfieldExtract(u8vec3, int8_t, int8_t);u8vec4 bitfieldExtract(u8vec4, int8_t, int8_t); int8_t bitfieldInsert( int8_t base, int8_t, int8_t, int8_t);i8vec2 bitfieldInsert(i8vec2 base, i8vec2, int8_t, int8_t);i8vec3 bitfieldInsert(i8vec3 base, i8vec3, int8_t, int8_t);i8vec4 bitfieldInsert(i8vec4 base, i8vec4, int8_t, int8_t); uint8_t bitfieldInsert( uint8_t base, uint8_t, int8_t, int8_t);u8vec2 bitfieldInsert(u8vec2 base, u8vec2, int8_t, int8_t);u8vec3 bitfieldInsert(u8vec3 base, u8vec3, int8_t, int8_t);u8vec4 bitfieldInsert(u8vec4 base, u8vec4, int8_t, int8_t); int8_t bitCount( int8_t);i8vec2 bitCount(i8vec2);i8vec3 bitCount(i8vec3);i8vec4 bitCount(i8vec4); int8_t bitCount( uint8_t);i8vec2 bitCount(u8vec2);i8vec3 bitCount(u8vec3);i8vec4 bitCount(u8vec4);int8_t bitfieldReverse(highp int8_t);i8vec2 bitfieldReverse(highp i8vec2);i8vec3 bitfieldReverse(highp i8vec3);i8vec4 bitfieldReverse(highp i8vec4);uint8_t bitfieldReverse(highp uint8_t);u8vec2 bitfieldReverse(highp u8vec2);u8vec3 bitfieldReverse(highp u8vec3);u8vec4 bitfieldReverse(highp u8vec4); int8_t findLSB( int8_t);i8vec2 findLSB(i8vec2);i8vec3 findLSB(i8vec3);i8vec4 findLSB(i8vec4); int8_t findLSB( uint8_t);i8vec2 findLSB(u8vec2);i8vec3 findLSB(u8vec3);i8vec4 findLSB(u8vec4); int8_t findMSB( int8_t);i8vec2 findMSB(i8vec2);i8vec3 findMSB(i8vec3);i8vec4 findMSB(i8vec4); int8_t findMSB( uint8_t);i8vec2 findMSB(u8vec2);i8vec3 findMSB(u8vec3);i8vec4 findMSB(u8vec4);int16_t abs(int16_t);i16vec2 abs(i16vec2);i16vec3 abs(i16vec3);i16vec4 abs(i16vec4);int16_t sign(int16_t);i16vec2 sign(i16vec2);i16vec3 sign(i16vec3);i16vec4 sign(i16vec4);int16_t min(int16_t x, int16_t y);i16vec2 min(i16vec2 x, int16_t y);i16vec3 min(i16vec3 x, int16_t y);i16vec4 min(i16vec4 x, int16_t y);i16vec2 min(i16vec2 x, i16vec2 y);i16vec3 min(i16vec3 x, i16vec3 y);i16vec4 min(i16vec4 x, i16vec4 y);uint16_t min(uint16_t x, uint16_t y);u16vec2 min(u16vec2 x, uint16_t y);u16vec3 min(u16vec3 x, uint16_t y);u16vec4 min(u16vec4 x, uint16_t y);u16vec2 min(u16vec2 x, u16vec2 y);u16vec3 min(u16vec3 x, u16vec3 y);u16vec4 min(u16vec4 x, u16vec4 y);int16_t max(int16_t x, int16_t y);i16vec2 max(i16vec2 x, int16_t y);i16vec3 max(i16vec3 x, int16_t y);i16vec4 max(i16vec4 x, int16_t y);i16vec2 max(i16vec2 x, i16vec2 y);i16vec3 max(i16vec3 x, i16vec3 y);i16vec4 max(i16vec4 x, i16vec4 y);uint16_t max(uint16_t x, uint16_t y);u16vec2 max(u16vec2 x, uint16_t y);u16vec3 max(u16vec3 x, uint16_t y);u16vec4 max(u16vec4 x, uint16_t y);u16vec2 max(u16vec2 x, u16vec2 y);u16vec3 max(u16vec3 x, u16vec3 y);u16vec4 max(u16vec4 x, u16vec4 y);int16_t clamp(int16_t x, int16_t minVal, int16_t maxVal);i16vec2 clamp(i16vec2 x, int16_t minVal, int16_t maxVal);i16vec3 clamp(i16vec3 x, int16_t minVal, int16_t maxVal);i16vec4 clamp(i16vec4 x, int16_t minVal, int16_t maxVal);i16vec2 clamp(i16vec2 x, i16vec2 minVal, i16vec2 maxVal);i16vec3 clamp(i16vec3 x, i16vec3 minVal, i16vec3 maxVal);i16vec4 clamp(i16vec4 x, i16vec4 minVal, i16vec4 maxVal);uint16_t clamp(uint16_t x, uint16_t minVal, uint16_t maxVal);u16vec2 clamp(u16vec2 x, uint16_t minVal, uint16_t maxVal);u16vec3 clamp(u16vec3 x, uint16_t minVal, uint16_t maxVal);u16vec4 clamp(u16vec4 x, uint16_t minVal, uint16_t maxVal);u16vec2 clamp(u16vec2 x, u16vec2 minVal, u16vec2 maxVal);u16vec3 clamp(u16vec3 x, u16vec3 minVal, u16vec3 maxVal);u16vec4 clamp(u16vec4 x, u16vec4 minVal, u16vec4 maxVal);int16_t mix(int16_t, int16_t, bool);i16vec2 mix(i16vec2, i16vec2, bvec2);i16vec3 mix(i16vec3, i16vec3, bvec3);i16vec4 mix(i16vec4, i16vec4, bvec4);uint16_t mix(uint16_t, uint16_t, bool);u16vec2 mix(u16vec2, u16vec2, bvec2);u16vec3 mix(u16vec3, u16vec3, bvec3);u16vec4 mix(u16vec4, u16vec4, bvec4);float16_t frexp(float16_t, out int16_t);f16vec2 frexp(f16vec2, out i16vec2);f16vec3 frexp(f16vec3, out i16vec3);f16vec4 frexp(f16vec4, out i16vec4);float16_t ldexp(float16_t, int16_t);f16vec2 ldexp(f16vec2, i16vec2);f16vec3 ldexp(f16vec3, i16vec3);f16vec4 ldexp(f16vec4, i16vec4);int16_t halfBitsToInt16(float16_t);i16vec2 halfBitsToInt16(f16vec2);i16vec3 halhBitsToInt16(f16vec3);i16vec4 halfBitsToInt16(f16vec4);uint16_t halfBitsToUint16(float16_t);u16vec2 halfBitsToUint16(f16vec2);u16vec3 halfBitsToUint16(f16vec3);u16vec4 halfBitsToUint16(f16vec4);int16_t float16BitsToInt16(float16_t);i16vec2 float16BitsToInt16(f16vec2);i16vec3 float16BitsToInt16(f16vec3);i16vec4 float16BitsToInt16(f16vec4);uint16_t float16BitsToUint16(float16_t);u16vec2 float16BitsToUint16(f16vec2);u16vec3 float16BitsToUint16(f16vec3);u16vec4 float16BitsToUint16(f16vec4);float16_t int16BitsToFloat16(int16_t);f16vec2 int16BitsToFloat16(i16vec2);f16vec3 int16BitsToFloat16(i16vec3);f16vec4 int16BitsToFloat16(i16vec4);float16_t uint16BitsToFloat16(uint16_t);f16vec2 uint16BitsToFloat16(u16vec2);f16vec3 uint16BitsToFloat16(u16vec3);f16vec4 uint16BitsToFloat16(u16vec4);float16_t int16BitsToHalf(int16_t);f16vec2 int16BitsToHalf(i16vec2);f16vec3 int16BitsToHalf(i16vec3);f16vec4 int16BitsToHalf(i16vec4);float16_t uint16BitsToHalf(uint16_t);f16vec2 uint16BitsToHalf(u16vec2);f16vec3 uint16BitsToHalf(u16vec3);f16vec4 uint16BitsToHalf(u16vec4);int packInt2x16(i16vec2);uint packUint2x16(u16vec2);int64_t packInt4x16(i16vec4);uint64_t packUint4x16(u16vec4);i16vec2 unpackInt2x16(int);u16vec2 unpackUint2x16(uint);i16vec4 unpackInt4x16(int64_t);u16vec4 unpackUint4x16(uint64_t);bvec2 lessThan(i16vec2, i16vec2);bvec3 lessThan(i16vec3, i16vec3);bvec4 lessThan(i16vec4, i16vec4);bvec2 lessThan(u16vec2, u16vec2);bvec3 lessThan(u16vec3, u16vec3);bvec4 lessThan(u16vec4, u16vec4);bvec2 lessThanEqual(i16vec2, i16vec2);bvec3 lessThanEqual(i16vec3, i16vec3);bvec4 lessThanEqual(i16vec4, i16vec4);bvec2 lessThanEqual(u16vec2, u16vec2);bvec3 lessThanEqual(u16vec3, u16vec3);bvec4 lessThanEqual(u16vec4, u16vec4);bvec2 greaterThan(i16vec2, i16vec2);bvec3 greaterThan(i16vec3, i16vec3);bvec4 greaterThan(i16vec4, i16vec4);bvec2 greaterThan(u16vec2, u16vec2);bvec3 greaterThan(u16vec3, u16vec3);bvec4 greaterThan(u16vec4, u16vec4);bvec2 greaterThanEqual(i16vec2, i16vec2);bvec3 greaterThanEqual(i16vec3, i16vec3);bvec4 greaterThanEqual(i16vec4, i16vec4);bvec2 greaterThanEqual(u16vec2, u16vec2);bvec3 greaterThanEqual(u16vec3, u16vec3);bvec4 greaterThanEqual(u16vec4, u16vec4);bvec2 equal(i16vec2, i16vec2);bvec3 equal(i16vec3, i16vec3);bvec4 equal(i16vec4, i16vec4);bvec2 equal(u16vec2, u16vec2);bvec3 equal(u16vec3, u16vec3);bvec4 equal(u16vec4, u16vec4);bvec2 notEqual(i16vec2, i16vec2);bvec3 notEqual(i16vec3, i16vec3);bvec4 notEqual(i16vec4, i16vec4);bvec2 notEqual(u16vec2, u16vec2);bvec3 notEqual(u16vec3, u16vec3);bvec4 notEqual(u16vec4, u16vec4); int16_t bitfieldExtract( int16_t, int16_t, int16_t);i16vec2 bitfieldExtract(i16vec2, int16_t, int16_t);i16vec3 bitfieldExtract(i16vec3, int16_t, int16_t);i16vec4 bitfieldExtract(i16vec4, int16_t, int16_t); uint16_t bitfieldExtract( uint16_t, int16_t, int16_t);u16vec2 bitfieldExtract(u16vec2, int16_t, int16_t);u16vec3 bitfieldExtract(u16vec3, int16_t, int16_t);u16vec4 bitfieldExtract(u16vec4, int16_t, int16_t); int16_t bitfieldInsert( int16_t base, int16_t, int16_t, int16_t);i16vec2 bitfieldInsert(i16vec2 base, i16vec2, int16_t, int16_t);i16vec3 bitfieldInsert(i16vec3 base, i16vec3, int16_t, int16_t);i16vec4 bitfieldInsert(i16vec4 base, i16vec4, int16_t, int16_t); uint16_t bitfieldInsert( uint16_t base, uint16_t, int16_t, int16_t);u16vec2 bitfieldInsert(u16vec2 base, u16vec2, int16_t, int16_t);u16vec3 bitfieldInsert(u16vec3 base, u16vec3, int16_t, int16_t);u16vec4 bitfieldInsert(u16vec4 base, u16vec4, int16_t, int16_t); int16_t bitCount( int16_t);i16vec2 bitCount(i16vec2);i16vec3 bitCount(i16vec3);i16vec4 bitCount(i16vec4); int16_t bitCount( uint16_t);i16vec2 bitCount(u16vec2);i16vec3 bitCount(u16vec3);i16vec4 bitCount(u16vec4);int16_t bitfieldReverse(highp int16_t);i16vec2 bitfieldReverse(highp i16vec2);i16vec3 bitfieldReverse(highp i16vec3);i16vec4 bitfieldReverse(highp i16vec4);uint16_t bitfieldReverse(highp uint16_t);u16vec2 bitfieldReverse(highp u16vec2);u16vec3 bitfieldReverse(highp u16vec3);u16vec4 bitfieldReverse(highp u16vec4); int16_t findLSB( int16_t);i16vec2 findLSB(i16vec2);i16vec3 findLSB(i16vec3);i16vec4 findLSB(i16vec4); int16_t findLSB( uint16_t);i16vec2 findLSB(u16vec2);i16vec3 findLSB(u16vec3);i16vec4 findLSB(u16vec4); int16_t findMSB( int16_t);i16vec2 findMSB(i16vec2);i16vec3 findMSB(i16vec3);i16vec4 findMSB(i16vec4); int16_t findMSB( uint16_t);i16vec2 findMSB(u16vec2);i16vec3 findMSB(u16vec3);i16vec4 findMSB(u16vec4);int16_t pack16(i8vec2);uint16_t pack16(u8vec2);int32_t pack32(i8vec4);uint32_t pack32(u8vec4);int32_t pack32(i16vec2);uint32_t pack32(u16vec2);int64_t pack64(i16vec4);uint64_t pack64(u16vec4);int64_t pack64(i32vec2);uint64_t pack64(u32vec2);i8vec2 unpack8(int16_t);u8vec2 unpack8(uint16_t);i8vec4 unpack8(int32_t);u8vec4 unpack8(uint32_t);i16vec2 unpack16(int32_t);u16vec2 unpack16(uint32_t);i16vec4 unpack16(int64_t);u16vec4 unpack16(uint64_t);i32vec2 unpack32(int64_t);u32vec2 unpack32(uint64_t);int8_t expectEXT(int8_t, int8_t);i8vec2 expectEXT(i8vec2, i8vec2);i8vec3 expectEXT(i8vec3, i8vec3);i8vec4 expectEXT(i8vec4, i8vec4);uint8_t expectEXT(uint8_t, uint8_t);u8vec2 expectEXT(u8vec2, u8vec2);u8vec3 expectEXT(u8vec3, u8vec3);u8vec4 expectEXT(u8vec4, u8vec4);int16_t expectEXT(int16_t, int16_t);i16vec2 expectEXT(i16vec2, i16vec2);i16vec3 expectEXT(i16vec3, i16vec3);i16vec4 expectEXT(i16vec4, i16vec4);uint16_t expectEXT(uint16_t, uint16_t);u16vec2 expectEXT(u16vec2, u16vec2);u16vec3 expectEXT(u16vec3, u16vec3);u16vec4 expectEXT(u16vec4, u16vec4);int64_t expectEXT(int64_t, int64_t);i64vec2 expectEXT(i64vec2, i64vec2);i64vec3 expectEXT(i64vec3, i64vec3);i64vec4 expectEXT(i64vec4, i64vec4);uint64_t expectEXT(uint64_t, uint64_t);u64vec2 expectEXT(u64vec2, u64vec2);u64vec3 expectEXT(u64vec3, u64vec3);u64vec4 expectEXT(u64vec4, u64vec4); 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: 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 memoryBarrier();void memoryBarrierBuffer();void memoryBarrierImage();void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal float[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal float[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal vec2[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal vec2[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal vec4[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal vec4[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal float16_t[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal float16_t[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal f16vec2[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal f16vec2[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal f16vec4[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal f16vec4[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal bfloat16_t[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal bfloat16_t[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal bf16vec2[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal bf16vec2[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal bf16vec4[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal bf16vec4[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal floate5m2_t[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal floate5m2_t[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal fe5m2vec2[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal fe5m2vec2[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal fe5m2vec4[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal fe5m2vec4[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal floate4m3_t[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal floate4m3_t[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal fe4m3vec2[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal fe4m3vec2[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal fe4m3vec4[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal fe4m3vec4[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal double[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal double[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal dvec2[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal dvec2[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal dvec4[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal dvec4[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal int8_t[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal int8_t[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal i8vec2[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal i8vec2[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal i8vec4[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal i8vec4[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal int16_t[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal int16_t[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal i16vec2[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal i16vec2[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal i16vec4[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal i16vec4[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal int[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal int[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal ivec2[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal ivec2[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal ivec4[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal ivec4[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal int64_t[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal int64_t[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal i64vec2[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal i64vec2[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal i64vec4[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal i64vec4[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal uint8_t[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal uint8_t[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal u8vec2[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal u8vec2[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal u8vec4[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal u8vec4[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal uint16_t[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal uint16_t[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal u16vec2[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal u16vec2[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal u16vec4[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal u16vec4[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal uint[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal uint[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal uvec2[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal uvec2[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal uvec4[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal uvec4[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal uint64_t[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal uint64_t[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal u64vec2[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal u64vec2[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal u64vec4[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal u64vec4[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatLoadTensorNV(inout coopmat m, volatile coherent nontemporal uint8_t[] buf, uint element, tensorLayoutNV t); Step #5: void coopMatLoadTensorNV(inout coopmat m, volatile coherent nontemporal uint8_t[] buf, uint element, tensorLayoutNV t, tensorViewNV v); Step #5: void coopMatLoadTensorNV(inout coopmat m, volatile coherent nontemporal uint8_t[] buf, uint element, tensorLayoutNV t, __function f); Step #5: void coopMatLoadTensorNV(inout coopmat m, volatile coherent nontemporal uint8_t[] buf, uint element, tensorLayoutNV t, tensorViewNV v, __function f); Step #5: void coopMatLoadTensorNV(inout coopmat m, volatile coherent nontemporal uint8_t[] buf, uint element, tensorLayoutNV t, __function f, __function g); Step #5: void coopMatLoadTensorNV(inout coopmat m, volatile coherent nontemporal uint8_t[] buf, uint element, tensorLayoutNV t, tensorViewNV v, __function f, __function g); Step #5: void coopMatStoreTensorNV(coopmat m, volatile coherent nontemporal uint8_t[] buf, uint element, tensorLayoutNV t); Step #5: void coopMatStoreTensorNV(coopmat m, volatile coherent nontemporal uint8_t[] buf, uint element, tensorLayoutNV t, tensorViewNV v); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal float[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal float[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal vec2[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal vec2[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal vec4[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal vec4[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal float16_t[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal float16_t[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal f16vec2[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal f16vec2[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal f16vec4[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal f16vec4[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal bfloat16_t[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal bfloat16_t[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal bf16vec2[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal bf16vec2[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal bf16vec4[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal bf16vec4[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal floate5m2_t[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal floate5m2_t[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal fe5m2vec2[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal fe5m2vec2[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal fe5m2vec4[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal fe5m2vec4[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal floate4m3_t[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal floate4m3_t[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal fe4m3vec2[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal fe4m3vec2[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal fe4m3vec4[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal fe4m3vec4[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal double[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal double[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal dvec2[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal dvec2[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal dvec4[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal dvec4[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal int8_t[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal int8_t[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal i8vec2[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal i8vec2[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal i8vec4[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal i8vec4[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal int16_t[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal int16_t[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal i16vec2[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal i16vec2[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal i16vec4[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal i16vec4[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal int[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal int[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal ivec2[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal ivec2[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal ivec4[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal ivec4[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal int64_t[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal int64_t[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal i64vec2[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal i64vec2[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal i64vec4[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal i64vec4[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal uint8_t[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal uint8_t[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal u8vec2[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal u8vec2[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal u8vec4[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal u8vec4[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal uint16_t[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal uint16_t[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal u16vec2[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal u16vec2[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal u16vec4[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal u16vec4[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal uint[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal uint[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal uvec2[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal uvec2[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal uvec4[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal uvec4[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal uint64_t[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal uint64_t[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal u64vec2[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal u64vec2[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal u64vec4[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal u64vec4[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatLoadTensorNV(inout coopmat m, volatile coherent nontemporal uint8_t[] buf, uint64_t element, tensorLayoutNV t); Step #5: void coopMatLoadTensorNV(inout coopmat m, volatile coherent nontemporal uint8_t[] buf, uint64_t element, tensorLayoutNV t, tensorViewNV v); Step #5: void coopMatLoadTensorNV(inout coopmat m, volatile coherent nontemporal uint8_t[] buf, uint64_t element, tensorLayoutNV t, __function f); Step #5: void coopMatLoadTensorNV(inout coopmat m, volatile coherent nontemporal uint8_t[] buf, uint64_t element, tensorLayoutNV t, tensorViewNV v, __function f); Step #5: void coopMatLoadTensorNV(inout coopmat m, volatile coherent nontemporal uint8_t[] buf, uint64_t element, tensorLayoutNV t, __function f, __function g); Step #5: void coopMatLoadTensorNV(inout coopmat m, volatile coherent nontemporal uint8_t[] buf, uint64_t element, tensorLayoutNV t, tensorViewNV v, __function f, __function g); Step #5: void coopMatStoreTensorNV(coopmat m, volatile coherent nontemporal uint8_t[] buf, uint64_t element, tensorLayoutNV t); Step #5: void coopMatStoreTensorNV(coopmat m, volatile coherent nontemporal uint8_t[] buf, uint64_t element, tensorLayoutNV t, tensorViewNV v); Step #5: coopmat coopMatMulAdd(coopmat A, coopmat B, coopmat C); Step #5: coopmat coopMatMulAdd(coopmat A, coopmat B, coopmat C, int matrixOperands); Step #5: const int gl_MatrixUseA = 0; Step #5: const int gl_MatrixUseB = 1; Step #5: const int gl_MatrixUseAccumulator = 2; Step #5: const int gl_MatrixOperandsSaturatingAccumulation = 0x10; Step #5: const int gl_CooperativeMatrixLayoutRowMajor = 0; Step #5: const int gl_CooperativeMatrixLayoutColumnMajor = 1; Step #5: const int gl_CooperativeMatrixLayoutRowBlockedInterleavedARM = 4202; Step #5: const int gl_CooperativeMatrixLayoutColumnBlockedInterleavedARM = 4203; Step #5: Step #5: void coopMatTransposeNV(out coopmat, coopmat);void coopMatReduceNV(out coopmat, coopmat, int, __function);void coopMatPerElementNV();const int gl_CooperativeMatrixReduceRowNV = 0x1; Step #5: const int gl_CooperativeMatrixReduceColumnNV = 0x2; Step #5: const int gl_CooperativeMatrixReduceRowAndColumnNV = 0x3; Step #5: const int gl_CooperativeMatrixReduce2x2NV = 0x4; Step #5: Step #5: const int gl_CooperativeMatrixClampModeUndefinedNV = 0x0; Step #5: const int gl_CooperativeMatrixClampModeConstantNV = 0x1; Step #5: const int gl_CooperativeMatrixClampModeClampToEdgeNV = 0x2; Step #5: const int gl_CooperativeMatrixClampModeRepeatNV = 0x3; Step #5: const int gl_CooperativeMatrixClampModeMirrorRepeatNV = 0x4; Step #5: Step #5: void bitcastQCOM(uint32_t SrcArr[], uint32_t DstArr[]); Step #5: void bitcastQCOM(uint32_t SrcArr[], uint DstArr[]); Step #5: void bitcastQCOM(uint32_t SrcArr[], int32_t DstArr[]); Step #5: void bitcastQCOM(uint32_t SrcArr[], int DstArr[]); Step #5: void bitcastQCOM(uint32_t SrcArr[], float32_t DstArr[]); Step #5: void bitcastQCOM(uint32_t SrcArr[], float DstArr[]); Step #5: void bitcastQCOM(uint32_t SrcArr[], float16_t DstArr[]); Step #5: void bitcastQCOM(uint SrcArr[], uint32_t DstArr[]); Step #5: void bitcastQCOM(uint SrcArr[], uint DstArr[]); Step #5: void bitcastQCOM(uint SrcArr[], int32_t DstArr[]); Step #5: void bitcastQCOM(uint SrcArr[], int DstArr[]); Step #5: void bitcastQCOM(uint SrcArr[], float32_t DstArr[]); Step #5: void bitcastQCOM(uint SrcArr[], float DstArr[]); Step #5: void bitcastQCOM(uint SrcArr[], float16_t DstArr[]); Step #5: void bitcastQCOM(int32_t SrcArr[], uint32_t DstArr[]); Step #5: void bitcastQCOM(int32_t SrcArr[], uint DstArr[]); Step #5: void bitcastQCOM(int32_t SrcArr[], int32_t DstArr[]); Step #5: void bitcastQCOM(int32_t SrcArr[], int DstArr[]); Step #5: void bitcastQCOM(int32_t SrcArr[], float32_t DstArr[]); Step #5: void bitcastQCOM(int32_t SrcArr[], float DstArr[]); Step #5: void bitcastQCOM(int32_t SrcArr[], float16_t DstArr[]); Step #5: void bitcastQCOM(int SrcArr[], uint32_t DstArr[]); Step #5: void bitcastQCOM(int SrcArr[], uint DstArr[]); Step #5: void bitcastQCOM(int SrcArr[], int32_t DstArr[]); Step #5: void bitcastQCOM(int SrcArr[], int DstArr[]); Step #5: void bitcastQCOM(int SrcArr[], float32_t DstArr[]); Step #5: void bitcastQCOM(int SrcArr[], float DstArr[]); Step #5: void bitcastQCOM(int SrcArr[], float16_t DstArr[]); Step #5: void bitcastQCOM(float32_t SrcArr[], uint32_t DstArr[]); Step #5: void bitcastQCOM(float32_t SrcArr[], uint DstArr[]); Step #5: void bitcastQCOM(float32_t SrcArr[], int32_t DstArr[]); Step #5: void bitcastQCOM(float32_t SrcArr[], int DstArr[]); Step #5: void bitcastQCOM(float32_t SrcArr[], float32_t DstArr[]); Step #5: void bitcastQCOM(float32_t SrcArr[], float DstArr[]); Step #5: void bitcastQCOM(float32_t SrcArr[], float16_t DstArr[]); Step #5: void bitcastQCOM(float SrcArr[], uint32_t DstArr[]); Step #5: void bitcastQCOM(float SrcArr[], uint DstArr[]); Step #5: void bitcastQCOM(float SrcArr[], int32_t DstArr[]); Step #5: void bitcastQCOM(float SrcArr[], int DstArr[]); Step #5: void bitcastQCOM(float SrcArr[], float32_t DstArr[]); Step #5: void bitcastQCOM(float SrcArr[], float DstArr[]); Step #5: void bitcastQCOM(float SrcArr[], float16_t DstArr[]); Step #5: void bitcastQCOM(float16_t SrcArr[], uint32_t DstArr[]); Step #5: void bitcastQCOM(float16_t SrcArr[], uint DstArr[]); Step #5: void bitcastQCOM(float16_t SrcArr[], int32_t DstArr[]); Step #5: void bitcastQCOM(float16_t SrcArr[], int DstArr[]); Step #5: void bitcastQCOM(float16_t SrcArr[], float32_t DstArr[]); Step #5: void bitcastQCOM(float16_t SrcArr[], float DstArr[]); Step #5: void bitcastQCOM(float16_t SrcArr[], float16_t DstArr[]); Step #5: Step #5: void vectorToCoopmatQCOM(float32_t SrcVec[], coopmat CM); Step #5: void coopmatToVectorQCOM(coopmat CM, float32_t Dstvec[]); Step #5: void vectorToCoopmatQCOM(float16_t SrcVec[], coopmat CM); Step #5: void coopmatToVectorQCOM(coopmat CM, float16_t Dstvec[]); Step #5: void vectorToCoopmatQCOM(int8_t SrcVec[], coopmat CM); Step #5: void coopmatToVectorQCOM(coopmat CM, int8_t Dstvec[]); Step #5: void vectorToCoopmatQCOM(uint8_t SrcVec[], coopmat CM); Step #5: void coopmatToVectorQCOM(coopmat CM, uint8_t Dstvec[]); Step #5: void vectorToCoopmatQCOM(uint32_t SrcVec[], coopmat CM); Step #5: void coopmatToVectorQCOM(coopmat CM, uint32_t Dstvec[]); Step #5: void vectorToCoopmatQCOM(uint SrcVec[], coopmat CM); Step #5: void coopmatToVectorQCOM(coopmat CM, uint Dstvec[]); Step #5: void vectorToCoopmatQCOM(int32_t SrcVec[], coopmat CM); Step #5: void coopmatToVectorQCOM(coopmat CM, int32_t Dstvec[]); Step #5: void vectorToCoopmatQCOM(int SrcVec[], coopmat CM); Step #5: void coopmatToVectorQCOM(coopmat CM, int Dstvec[]); Step #5: void extractSubArrayQCOM(uint32_t arr[], uint index, uint32_t subarr[]); Step #5: void extractSubArrayQCOM(uint arr[], uint index, uint subarr[]); Step #5: void extractSubArrayQCOM(int32_t arr[], uint index, int32_t subarr[]); Step #5: void extractSubArrayQCOM(int arr[], uint index, int subarr[]); Step #5: void extractSubArrayQCOM(float32_t arr[], uint index, float32_t subarr[]); Step #5: void extractSubArrayQCOM(float arr[], uint index, float subarr[]); Step #5: void extractSubArrayQCOM(float16_t arr[], uint index, float16_t subarr[]); Step #5: tensorLayoutNV createTensorLayoutNV(uint Dim); Step #5: tensorLayoutNV createTensorLayoutNV(uint Dim, uint Mode); Step #5: tensorLayoutNV setTensorLayoutBlockSizeNV(tensorLayoutNV t, uint blockSize0); Step #5: tensorLayoutNV setTensorLayoutBlockSizeNV(tensorLayoutNV t, uint blockSize0, uint blockSize1); Step #5: tensorLayoutNV setTensorLayoutBlockSizeNV(tensorLayoutNV t, uint blockSize0, uint blockSize1, uint blockSize2); Step #5: tensorLayoutNV setTensorLayoutBlockSizeNV(tensorLayoutNV t, uint blockSize0, uint blockSize1, uint blockSize2, uint blockSize3); Step #5: tensorLayoutNV setTensorLayoutBlockSizeNV(tensorLayoutNV t, uint blockSize0, uint blockSize1, uint blockSize2, uint blockSize3, uint blockSize4); Step #5: tensorLayoutNV setTensorLayoutDimensionNV(tensorLayoutNV t, uint dim0); Step #5: tensorLayoutNV setTensorLayoutDimensionNV(tensorLayoutNV t, uint dim0, uint dim1); Step #5: tensorLayoutNV setTensorLayoutDimensionNV(tensorLayoutNV t, uint dim0, uint dim1, uint dim2); Step #5: tensorLayoutNV setTensorLayoutDimensionNV(tensorLayoutNV t, uint dim0, uint dim1, uint dim2, uint dim3); Step #5: tensorLayoutNV setTensorLayoutDimensionNV(tensorLayoutNV t, uint dim0, uint dim1, uint dim2, uint dim3, uint dim4); Step #5: tensorLayoutNV setTensorLayoutStrideNV(tensorLayoutNV t, uint stride0); Step #5: tensorLayoutNV setTensorLayoutStrideNV(tensorLayoutNV t, uint stride0, uint stride1); Step #5: tensorLayoutNV setTensorLayoutStrideNV(tensorLayoutNV t, uint stride0, uint stride1, uint stride2); Step #5: tensorLayoutNV setTensorLayoutStrideNV(tensorLayoutNV t, uint stride0, uint stride1, uint stride2, uint stride3); Step #5: tensorLayoutNV setTensorLayoutStrideNV(tensorLayoutNV t, uint stride0, uint stride1, uint stride2, uint stride3, uint stride4); Step #5: tensorLayoutNV sliceTensorLayoutNV(tensorLayoutNV t, uint offset0, uint span0); Step #5: tensorLayoutNV sliceTensorLayoutNV(tensorLayoutNV t, uint offset0, uint span0, uint offset1, uint span1); Step #5: tensorLayoutNV sliceTensorLayoutNV(tensorLayoutNV t, uint offset0, uint span0, uint offset1, uint span1, uint offset2, uint span2); Step #5: tensorLayoutNV sliceTensorLayoutNV(tensorLayoutNV t, uint offset0, uint span0, uint offset1, uint span1, uint offset2, uint span2, uint offset3, uint span3); Step #5: tensorLayoutNV sliceTensorLayoutNV(tensorLayoutNV t, uint offset0, uint span0, uint offset1, uint span1, uint offset2, uint span2, uint offset3, uint span3, uint offset4, uint span4); Step #5: tensorLayoutNV setTensorLayoutClampValueNV(tensorLayoutNV t, uint value); Step #5: tensorViewNV createTensorViewNV(uint Dim); Step #5: tensorViewNV createTensorViewNV(uint Dim, bool HasDimensions); Step #5: tensorViewNV createTensorViewNV(uint Dim, bool HasDimensions, uint p0); Step #5: tensorViewNV createTensorViewNV(uint Dim, bool HasDimensions, uint p0, uint p1); Step #5: tensorViewNV createTensorViewNV(uint Dim, bool HasDimensions, uint p0, uint p1, uint p2); Step #5: tensorViewNV createTensorViewNV(uint Dim, bool HasDimensions, uint p0, uint p1, uint p2, uint p3); Step #5: tensorViewNV createTensorViewNV(uint Dim, bool HasDimensions, uint p0, uint p1, uint p2, uint p3, uint p4); Step #5: tensorViewNV setTensorViewDimensionsNV(tensorViewNV v, uint dim0); Step #5: tensorViewNV setTensorViewDimensionsNV(tensorViewNV v, uint dim0, uint dim1); Step #5: tensorViewNV setTensorViewDimensionsNV(tensorViewNV v, uint dim0, uint dim1, uint dim2); Step #5: tensorViewNV setTensorViewDimensionsNV(tensorViewNV v, uint dim0, uint dim1, uint dim2, uint dim3); Step #5: tensorViewNV setTensorViewDimensionsNV(tensorViewNV v, uint dim0, uint dim1, uint dim2, uint dim3, uint dim4); Step #5: tensorViewNV setTensorViewStrideNV(tensorViewNV v, uint stride0); Step #5: tensorViewNV setTensorViewStrideNV(tensorViewNV v, uint stride0, uint stride1); Step #5: tensorViewNV setTensorViewStrideNV(tensorViewNV v, uint stride0, uint stride1, uint stride2); Step #5: tensorViewNV setTensorViewStrideNV(tensorViewNV v, uint stride0, uint stride1, uint stride2, uint stride3); Step #5: tensorViewNV setTensorViewStrideNV(tensorViewNV v, uint stride0, uint stride1, uint stride2, uint stride3, uint stride4); Step #5: tensorViewNV setTensorViewClipNV(tensorViewNV v, uint clipRowOffset, uint clipRowSpan, uint clipColOffset, uint clipColSpan); Step #5: Step #5: void tensorReadARM(readonly tensorARM t, uint coords[], out bool data, uint tensorOperands = 0U, ...); Step #5: void tensorWriteARM(writeonly tensorARM t, uint coords[], bool data, uint tensorOperands = 0U, ...); Step #5: void tensorReadARM(readonly tensorARM t, uint coords[], bool data[], uint tensorOperands = 0U, ...); Step #5: void tensorWriteARM(writeonly tensorARM t, uint coords[], bool data[], uint tensorOperands = 0U, ...); Step #5: void tensorReadARM(readonly tensorARM t, uint coords[], out int8_t data, uint tensorOperands = 0U, ...); Step #5: void tensorWriteARM(writeonly tensorARM t, uint coords[], int8_t data, uint tensorOperands = 0U, ...); Step #5: void tensorReadARM(readonly tensorARM t, uint coords[], int8_t data[], uint tensorOperands = 0U, ...); Step #5: void tensorWriteARM(writeonly tensorARM t, uint coords[], int8_t data[], uint tensorOperands = 0U, ...); Step #5: void tensorReadARM(readonly tensorARM t, uint coords[], out int16_t data, uint tensorOperands = 0U, ...); Step #5: void tensorWriteARM(writeonly tensorARM t, uint coords[], int16_t data, uint tensorOperands = 0U, ...); Step #5: void tensorReadARM(readonly tensorARM t, uint coords[], int16_t data[], uint tensorOperands = 0U, ...); Step #5: void tensorWriteARM(writeonly tensorARM t, uint coords[], int16_t data[], uint tensorOperands = 0U, ...); Step #5: void tensorReadARM(readonly tensorARM t, uint coords[], out int32_t data, uint tensorOperands = 0U, ...); Step #5: void tensorWriteARM(writeonly tensorARM t, uint coords[], int32_t data, uint tensorOperands = 0U, ...); Step #5: void tensorReadARM(readonly tensorARM t, uint coords[], int32_t data[], uint tensorOperands = 0U, ...); Step #5: void tensorWriteARM(writeonly tensorARM t, uint coords[], int32_t data[], uint tensorOperands = 0U, ...); Step #5: void tensorReadARM(readonly tensorARM t, uint coords[], out int64_t data, uint tensorOperands = 0U, ...); Step #5: void tensorWriteARM(writeonly tensorARM t, uint coords[], int64_t data, uint tensorOperands = 0U, ...); Step #5: void tensorReadARM(readonly tensorARM t, uint coords[], int64_t data[], uint tensorOperands = 0U, ...); Step #5: void tensorWriteARM(writeonly tensorARM t, uint coords[], int64_t data[], uint tensorOperands = 0U, ...); Step #5: void tensorReadARM(readonly tensorARM t, uint coords[], out uint8_t data, uint tensorOperands = 0U, ...); Step #5: void tensorWriteARM(writeonly tensorARM t, uint coords[], uint8_t data, uint tensorOperands = 0U, ...); Step #5: void tensorReadARM(readonly tensorARM t, uint coords[], uint8_t data[], uint tensorOperands = 0U, ...); Step #5: void tensorWriteARM(writeonly tensorARM t, uint coords[], uint8_t data[], uint tensorOperands = 0U, ...); Step #5: void tensorReadARM(readonly tensorARM t, uint coords[], out uint16_t data, uint tensorOperands = 0U, ...); Step #5: void tensorWriteARM(writeonly tensorARM t, uint coords[], uint16_t data, uint tensorOperands = 0U, ...); Step #5: void tensorReadARM(readonly tensorARM t, uint coords[], uint16_t data[], uint tensorOperands = 0U, ...); Step #5: void tensorWriteARM(writeonly tensorARM t, uint coords[], uint16_t data[], uint tensorOperands = 0U, ...); Step #5: void tensorReadARM(readonly tensorARM t, uint coords[], out uint32_t data, uint tensorOperands = 0U, ...); Step #5: void tensorWriteARM(writeonly tensorARM t, uint coords[], uint32_t data, uint tensorOperands = 0U, ...); Step #5: void tensorReadARM(readonly tensorARM t, uint coords[], uint32_t data[], uint tensorOperands = 0U, ...); Step #5: void tensorWriteARM(writeonly tensorARM t, uint coords[], uint32_t data[], uint tensorOperands = 0U, ...); Step #5: void tensorReadARM(readonly tensorARM t, uint coords[], out uint64_t data, uint tensorOperands = 0U, ...); Step #5: void tensorWriteARM(writeonly tensorARM t, uint coords[], uint64_t data, uint tensorOperands = 0U, ...); Step #5: void tensorReadARM(readonly tensorARM t, uint coords[], uint64_t data[], uint tensorOperands = 0U, ...); Step #5: void tensorWriteARM(writeonly tensorARM t, uint coords[], uint64_t data[], uint tensorOperands = 0U, ...); Step #5: void tensorReadARM(readonly tensorARM t, uint coords[], out float16_t data, uint tensorOperands = 0U, ...); Step #5: void tensorWriteARM(writeonly tensorARM t, uint coords[], float16_t data, uint tensorOperands = 0U, ...); Step #5: void tensorReadARM(readonly tensorARM t, uint coords[], float16_t data[], uint tensorOperands = 0U, ...); Step #5: void tensorWriteARM(writeonly tensorARM t, uint coords[], float16_t data[], uint tensorOperands = 0U, ...); Step #5: void tensorReadARM(readonly tensorARM t, uint coords[], out float32_t data, uint tensorOperands = 0U, ...); Step #5: void tensorWriteARM(writeonly tensorARM t, uint coords[], float32_t data, uint tensorOperands = 0U, ...); Step #5: void tensorReadARM(readonly tensorARM t, uint coords[], float32_t data[], uint tensorOperands = 0U, ...); Step #5: void tensorWriteARM(writeonly tensorARM t, uint coords[], float32_t data[], uint tensorOperands = 0U, ...); Step #5: void tensorReadARM(readonly tensorARM t, uint coords[], out float64_t data, uint tensorOperands = 0U, ...); Step #5: void tensorWriteARM(writeonly tensorARM t, uint coords[], float64_t data, uint tensorOperands = 0U, ...); Step #5: void tensorReadARM(readonly tensorARM t, uint coords[], float64_t data[], uint tensorOperands = 0U, ...); Step #5: void tensorWriteARM(writeonly tensorARM t, uint coords[], float64_t data[], uint tensorOperands = 0U, ...); Step #5: void tensorReadARM(readonly tensorARM t, uint coords[], out bfloat16_t data, uint tensorOperands = 0U, ...); Step #5: void tensorWriteARM(writeonly tensorARM t, uint coords[], bfloat16_t data, uint tensorOperands = 0U, ...); Step #5: void tensorReadARM(readonly tensorARM t, uint coords[], bfloat16_t data[], uint tensorOperands = 0U, ...); Step #5: void tensorWriteARM(writeonly tensorARM t, uint coords[], bfloat16_t data[], uint tensorOperands = 0U, ...); Step #5: void tensorReadARM(readonly tensorARM t, uint coords[], out floate5m2_t data, uint tensorOperands = 0U, ...); Step #5: void tensorWriteARM(writeonly tensorARM t, uint coords[], floate5m2_t data, uint tensorOperands = 0U, ...); Step #5: void tensorReadARM(readonly tensorARM t, uint coords[], floate5m2_t data[], uint tensorOperands = 0U, ...); Step #5: void tensorWriteARM(writeonly tensorARM t, uint coords[], floate5m2_t data[], uint tensorOperands = 0U, ...); Step #5: void tensorReadARM(readonly tensorARM t, uint coords[], out floate4m3_t data, uint tensorOperands = 0U, ...); Step #5: void tensorWriteARM(writeonly tensorARM t, uint coords[], floate4m3_t data, uint tensorOperands = 0U, ...); Step #5: void tensorReadARM(readonly tensorARM t, uint coords[], floate4m3_t data[], uint tensorOperands = 0U, ...); Step #5: void tensorWriteARM(writeonly tensorARM t, uint coords[], floate4m3_t data[], uint tensorOperands = 0U, ...); Step #5: uint tensorSizeARM(readonly writeonly tensorARM t, uint dim); Step #5: void coopVecMatMulNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int8_t[] matrix, uint matrixOffset, int matrixInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int8_t[] matrix, uint matrixOffset, int matrixInterpretation, int8_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int8_t[] matrix, uint matrixOffset, int matrixInterpretation, int16_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int8_t[] matrix, uint matrixOffset, int matrixInterpretation, int32_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int8_t[] matrix, uint matrixOffset, int matrixInterpretation, int64_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int8_t[] matrix, uint matrixOffset, int matrixInterpretation, uint8_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int8_t[] matrix, uint matrixOffset, int matrixInterpretation, uint16_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int8_t[] matrix, uint matrixOffset, int matrixInterpretation, uint32_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int8_t[] matrix, uint matrixOffset, int matrixInterpretation, uint64_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int8_t[] matrix, uint matrixOffset, int matrixInterpretation, float16_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int8_t[] matrix, uint matrixOffset, int matrixInterpretation, float32_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int8_t[] matrix, uint matrixOffset, int matrixInterpretation, float64_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecOuterProductAccumulateNV(coopvecNV v1, coopvecNV v2, int8_t[] buf, uint offset, uint stride, int matrixLayout, int matrixInterpretation); Step #5: void coopVecReduceSumAccumulateNV(coopvecNV v, int8_t[] buf, uint offset); Step #5: void coopVecMatMulNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int16_t[] matrix, uint matrixOffset, int matrixInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int16_t[] matrix, uint matrixOffset, int matrixInterpretation, int8_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int16_t[] matrix, uint matrixOffset, int matrixInterpretation, int16_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int16_t[] matrix, uint matrixOffset, int matrixInterpretation, int32_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int16_t[] matrix, uint matrixOffset, int matrixInterpretation, int64_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int16_t[] matrix, uint matrixOffset, int matrixInterpretation, uint8_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int16_t[] matrix, uint matrixOffset, int matrixInterpretation, uint16_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int16_t[] matrix, uint matrixOffset, int matrixInterpretation, uint32_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int16_t[] matrix, uint matrixOffset, int matrixInterpretation, uint64_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int16_t[] matrix, uint matrixOffset, int matrixInterpretation, float16_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int16_t[] matrix, uint matrixOffset, int matrixInterpretation, float32_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int16_t[] matrix, uint matrixOffset, int matrixInterpretation, float64_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecOuterProductAccumulateNV(coopvecNV v1, coopvecNV v2, int16_t[] buf, uint offset, uint stride, int matrixLayout, int matrixInterpretation); Step #5: void coopVecReduceSumAccumulateNV(coopvecNV v, int16_t[] buf, uint offset); Step #5: void coopVecMatMulNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int32_t[] matrix, uint matrixOffset, int matrixInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int32_t[] matrix, uint matrixOffset, int matrixInterpretation, int8_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int32_t[] matrix, uint matrixOffset, int matrixInterpretation, int16_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int32_t[] matrix, uint matrixOffset, int matrixInterpretation, int32_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int32_t[] matrix, uint matrixOffset, int matrixInterpretation, int64_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int32_t[] matrix, uint matrixOffset, int matrixInterpretation, uint8_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int32_t[] matrix, uint matrixOffset, int matrixInterpretation, uint16_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int32_t[] matrix, uint matrixOffset, int matrixInterpretation, uint32_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int32_t[] matrix, uint matrixOffset, int matrixInterpretation, uint64_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int32_t[] matrix, uint matrixOffset, int matrixInterpretation, float16_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int32_t[] matrix, uint matrixOffset, int matrixInterpretation, float32_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int32_t[] matrix, uint matrixOffset, int matrixInterpretation, float64_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecOuterProductAccumulateNV(coopvecNV v1, coopvecNV v2, int32_t[] buf, uint offset, uint stride, int matrixLayout, int matrixInterpretation); Step #5: void coopVecReduceSumAccumulateNV(coopvecNV v, int32_t[] buf, uint offset); Step #5: void coopVecMatMulNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int64_t[] matrix, uint matrixOffset, int matrixInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int64_t[] matrix, uint matrixOffset, int matrixInterpretation, int8_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int64_t[] matrix, uint matrixOffset, int matrixInterpretation, int16_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int64_t[] matrix, uint matrixOffset, int matrixInterpretation, int32_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int64_t[] matrix, uint matrixOffset, int matrixInterpretation, int64_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int64_t[] matrix, uint matrixOffset, int matrixInterpretation, uint8_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int64_t[] matrix, uint matrixOffset, int matrixInterpretation, uint16_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int64_t[] matrix, uint matrixOffset, int matrixInterpretation, uint32_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int64_t[] matrix, uint matrixOffset, int matrixInterpretation, uint64_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int64_t[] matrix, uint matrixOffset, int matrixInterpretation, float16_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int64_t[] matrix, uint matrixOffset, int matrixInterpretation, float32_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int64_t[] matrix, uint matrixOffset, int matrixInterpretation, float64_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecOuterProductAccumulateNV(coopvecNV v1, coopvecNV v2, int64_t[] buf, uint offset, uint stride, int matrixLayout, int matrixInterpretation); Step #5: void coopVecReduceSumAccumulateNV(coopvecNV v, int64_t[] buf, uint offset); Step #5: void coopVecMatMulNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint8_t[] matrix, uint matrixOffset, int matrixInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint8_t[] matrix, uint matrixOffset, int matrixInterpretation, int8_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint8_t[] matrix, uint matrixOffset, int matrixInterpretation, int16_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint8_t[] matrix, uint matrixOffset, int matrixInterpretation, int32_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint8_t[] matrix, uint matrixOffset, int matrixInterpretation, int64_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint8_t[] matrix, uint matrixOffset, int matrixInterpretation, uint8_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint8_t[] matrix, uint matrixOffset, int matrixInterpretation, uint16_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint8_t[] matrix, uint matrixOffset, int matrixInterpretation, uint32_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint8_t[] matrix, uint matrixOffset, int matrixInterpretation, uint64_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint8_t[] matrix, uint matrixOffset, int matrixInterpretation, float16_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint8_t[] matrix, uint matrixOffset, int matrixInterpretation, float32_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint8_t[] matrix, uint matrixOffset, int matrixInterpretation, float64_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecOuterProductAccumulateNV(coopvecNV v1, coopvecNV v2, uint8_t[] buf, uint offset, uint stride, int matrixLayout, int matrixInterpretation); Step #5: void coopVecReduceSumAccumulateNV(coopvecNV v, uint8_t[] buf, uint offset); Step #5: void coopVecMatMulNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint16_t[] matrix, uint matrixOffset, int matrixInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint16_t[] matrix, uint matrixOffset, int matrixInterpretation, int8_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint16_t[] matrix, uint matrixOffset, int matrixInterpretation, int16_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint16_t[] matrix, uint matrixOffset, int matrixInterpretation, int32_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint16_t[] matrix, uint matrixOffset, int matrixInterpretation, int64_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint16_t[] matrix, uint matrixOffset, int matrixInterpretation, uint8_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint16_t[] matrix, uint matrixOffset, int matrixInterpretation, uint16_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint16_t[] matrix, uint matrixOffset, int matrixInterpretation, uint32_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint16_t[] matrix, uint matrixOffset, int matrixInterpretation, uint64_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint16_t[] matrix, uint matrixOffset, int matrixInterpretation, float16_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint16_t[] matrix, uint matrixOffset, int matrixInterpretation, float32_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint16_t[] matrix, uint matrixOffset, int matrixInterpretation, float64_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecOuterProductAccumulateNV(coopvecNV v1, coopvecNV v2, uint16_t[] buf, uint offset, uint stride, int matrixLayout, int matrixInterpretation); Step #5: void coopVecReduceSumAccumulateNV(coopvecNV v, uint16_t[] buf, uint offset); Step #5: void coopVecMatMulNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint32_t[] matrix, uint matrixOffset, int matrixInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint32_t[] matrix, uint matrixOffset, int matrixInterpretation, int8_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint32_t[] matrix, uint matrixOffset, int matrixInterpretation, int16_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint32_t[] matrix, uint matrixOffset, int matrixInterpretation, int32_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint32_t[] matrix, uint matrixOffset, int matrixInterpretation, int64_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint32_t[] matrix, uint matrixOffset, int matrixInterpretation, uint8_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint32_t[] matrix, uint matrixOffset, int matrixInterpretation, uint16_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint32_t[] matrix, uint matrixOffset, int matrixInterpretation, uint32_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint32_t[] matrix, uint matrixOffset, int matrixInterpretation, uint64_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint32_t[] matrix, uint matrixOffset, int matrixInterpretation, float16_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint32_t[] matrix, uint matrixOffset, int matrixInterpretation, float32_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint32_t[] matrix, uint matrixOffset, int matrixInterpretation, float64_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecOuterProductAccumulateNV(coopvecNV v1, coopvecNV v2, uint32_t[] buf, uint offset, uint stride, int matrixLayout, int matrixInterpretation); Step #5: void coopVecReduceSumAccumulateNV(coopvecNV v, uint32_t[] buf, uint offset); Step #5: void coopVecMatMulNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint64_t[] matrix, uint matrixOffset, int matrixInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint64_t[] matrix, uint matrixOffset, int matrixInterpretation, int8_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint64_t[] matrix, uint matrixOffset, int matrixInterpretation, int16_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint64_t[] matrix, uint matrixOffset, int matrixInterpretation, int32_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint64_t[] matrix, uint matrixOffset, int matrixInterpretation, int64_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint64_t[] matrix, uint matrixOffset, int matrixInterpretation, uint8_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint64_t[] matrix, uint matrixOffset, int matrixInterpretation, uint16_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint64_t[] matrix, uint matrixOffset, int matrixInterpretation, uint32_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint64_t[] matrix, uint matrixOffset, int matrixInterpretation, uint64_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint64_t[] matrix, uint matrixOffset, int matrixInterpretation, float16_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint64_t[] matrix, uint matrixOffset, int matrixInterpretation, float32_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint64_t[] matrix, uint matrixOffset, int matrixInterpretation, float64_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecOuterProductAccumulateNV(coopvecNV v1, coopvecNV v2, uint64_t[] buf, uint offset, uint stride, int matrixLayout, int matrixInterpretation); Step #5: void coopVecReduceSumAccumulateNV(coopvecNV v, uint64_t[] buf, uint offset); Step #5: void coopVecMatMulNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float16_t[] matrix, uint matrixOffset, int matrixInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float16_t[] matrix, uint matrixOffset, int matrixInterpretation, int8_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float16_t[] matrix, uint matrixOffset, int matrixInterpretation, int16_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float16_t[] matrix, uint matrixOffset, int matrixInterpretation, int32_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float16_t[] matrix, uint matrixOffset, int matrixInterpretation, int64_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float16_t[] matrix, uint matrixOffset, int matrixInterpretation, uint8_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float16_t[] matrix, uint matrixOffset, int matrixInterpretation, uint16_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float16_t[] matrix, uint matrixOffset, int matrixInterpretation, uint32_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float16_t[] matrix, uint matrixOffset, int matrixInterpretation, uint64_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float16_t[] matrix, uint matrixOffset, int matrixInterpretation, float16_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float16_t[] matrix, uint matrixOffset, int matrixInterpretation, float32_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float16_t[] matrix, uint matrixOffset, int matrixInterpretation, float64_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecOuterProductAccumulateNV(coopvecNV v1, coopvecNV v2, float16_t[] buf, uint offset, uint stride, int matrixLayout, int matrixInterpretation); Step #5: void coopVecReduceSumAccumulateNV(coopvecNV v, float16_t[] buf, uint offset); Step #5: void coopVecMatMulNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float32_t[] matrix, uint matrixOffset, int matrixInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float32_t[] matrix, uint matrixOffset, int matrixInterpretation, int8_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float32_t[] matrix, uint matrixOffset, int matrixInterpretation, int16_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float32_t[] matrix, uint matrixOffset, int matrixInterpretation, int32_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float32_t[] matrix, uint matrixOffset, int matrixInterpretation, int64_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float32_t[] matrix, uint matrixOffset, int matrixInterpretation, uint8_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float32_t[] matrix, uint matrixOffset, int matrixInterpretation, uint16_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float32_t[] matrix, uint matrixOffset, int matrixInterpretation, uint32_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float32_t[] matrix, uint matrixOffset, int matrixInterpretation, uint64_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float32_t[] matrix, uint matrixOffset, int matrixInterpretation, float16_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float32_t[] matrix, uint matrixOffset, int matrixInterpretation, float32_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float32_t[] matrix, uint matrixOffset, int matrixInterpretation, float64_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecOuterProductAccumulateNV(coopvecNV v1, coopvecNV v2, float32_t[] buf, uint offset, uint stride, int matrixLayout, int matrixInterpretation); Step #5: void coopVecReduceSumAccumulateNV(coopvecNV v, float32_t[] buf, uint offset); Step #5: void coopVecMatMulNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float64_t[] matrix, uint matrixOffset, int matrixInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float64_t[] matrix, uint matrixOffset, int matrixInterpretation, int8_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float64_t[] matrix, uint matrixOffset, int matrixInterpretation, int16_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float64_t[] matrix, uint matrixOffset, int matrixInterpretation, int32_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float64_t[] matrix, uint matrixOffset, int matrixInterpretation, int64_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float64_t[] matrix, uint matrixOffset, int matrixInterpretation, uint8_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float64_t[] matrix, uint matrixOffset, int matrixInterpretation, uint16_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float64_t[] matrix, uint matrixOffset, int matrixInterpretation, uint32_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float64_t[] matrix, uint matrixOffset, int matrixInterpretation, uint64_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float64_t[] matrix, uint matrixOffset, int matrixInterpretation, float16_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float64_t[] matrix, uint matrixOffset, int matrixInterpretation, float32_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float64_t[] matrix, uint matrixOffset, int matrixInterpretation, float64_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecOuterProductAccumulateNV(coopvecNV v1, coopvecNV v2, float64_t[] buf, uint offset, uint stride, int matrixLayout, int matrixInterpretation); Step #5: void coopVecReduceSumAccumulateNV(coopvecNV v, float64_t[] buf, uint offset); Step #5: void coopVecMatMulNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int8_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int8_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int8_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int8_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int16_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int8_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int32_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int8_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int64_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int8_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint8_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int8_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint16_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int8_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint32_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int8_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint64_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int8_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, float16_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int8_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, float32_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int8_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, float64_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecOuterProductAccumulateNV(coopvecNV v1, coopvecNV v2, int8_t[] buf, uint64_t offset, uint stride, int matrixLayout, int matrixInterpretation); Step #5: void coopVecReduceSumAccumulateNV(coopvecNV v, int8_t[] buf, uint64_t offset); Step #5: void coopVecMatMulNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int16_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int16_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int8_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int16_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int16_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int16_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int32_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int16_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int64_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int16_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint8_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int16_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint16_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int16_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint32_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int16_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint64_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int16_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, float16_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int16_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, float32_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int16_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, float64_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecOuterProductAccumulateNV(coopvecNV v1, coopvecNV v2, int16_t[] buf, uint64_t offset, uint stride, int matrixLayout, int matrixInterpretation); Step #5: void coopVecReduceSumAccumulateNV(coopvecNV v, int16_t[] buf, uint64_t offset); Step #5: void coopVecMatMulNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int32_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int32_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int8_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int32_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int16_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int32_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int32_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int32_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int64_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int32_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint8_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int32_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint16_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int32_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint32_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int32_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint64_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int32_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, float16_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int32_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, float32_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int32_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, float64_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecOuterProductAccumulateNV(coopvecNV v1, coopvecNV v2, int32_t[] buf, uint64_t offset, uint stride, int matrixLayout, int matrixInterpretation); Step #5: void coopVecReduceSumAccumulateNV(coopvecNV v, int32_t[] buf, uint64_t offset); Step #5: void coopVecMatMulNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int64_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int64_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int8_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int64_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int16_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int64_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int32_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int64_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int64_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int64_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint8_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int64_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint16_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int64_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint32_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int64_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint64_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int64_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, float16_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int64_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, float32_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int64_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, float64_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecOuterProductAccumulateNV(coopvecNV v1, coopvecNV v2, int64_t[] buf, uint64_t offset, uint stride, int matrixLayout, int matrixInterpretation); Step #5: void coopVecReduceSumAccumulateNV(coopvecNV v, int64_t[] buf, uint64_t offset); Step #5: void coopVecMatMulNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint8_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint8_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int8_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint8_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int16_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint8_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int32_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint8_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int64_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint8_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint8_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint8_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint16_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint8_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint32_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint8_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint64_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint8_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, float16_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint8_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, float32_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint8_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, float64_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecOuterProductAccumulateNV(coopvecNV v1, coopvecNV v2, uint8_t[] buf, uint64_t offset, uint stride, int matrixLayout, int matrixInterpretation); Step #5: void coopVecReduceSumAccumulateNV(coopvecNV v, uint8_t[] buf, uint64_t offset); Step #5: void coopVecMatMulNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint16_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint16_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int8_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint16_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int16_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint16_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int32_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint16_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int64_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint16_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint8_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint16_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint16_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint16_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint32_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint16_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint64_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint16_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, float16_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint16_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, float32_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint16_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, float64_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecOuterProductAccumulateNV(coopvecNV v1, coopvecNV v2, uint16_t[] buf, uint64_t offset, uint stride, int matrixLayout, int matrixInterpretation); Step #5: void coopVecReduceSumAccumulateNV(coopvecNV v, uint16_t[] buf, uint64_t offset); Step #5: void coopVecMatMulNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint32_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint32_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int8_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint32_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int16_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint32_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int32_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint32_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int64_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint32_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint8_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint32_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint16_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint32_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint32_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint32_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint64_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint32_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, float16_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint32_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, float32_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint32_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, float64_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecOuterProductAccumulateNV(coopvecNV v1, coopvecNV v2, uint32_t[] buf, uint64_t offset, uint stride, int matrixLayout, int matrixInterpretation); Step #5: void coopVecReduceSumAccumulateNV(coopvecNV v, uint32_t[] buf, uint64_t offset); Step #5: void coopVecMatMulNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint64_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint64_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int8_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint64_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int16_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint64_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int32_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint64_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int64_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint64_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint8_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint64_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint16_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint64_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint32_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint64_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint64_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint64_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, float16_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint64_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, float32_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint64_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, float64_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecOuterProductAccumulateNV(coopvecNV v1, coopvecNV v2, uint64_t[] buf, uint64_t offset, uint stride, int matrixLayout, int matrixInterpretation); Step #5: void coopVecReduceSumAccumulateNV(coopvecNV v, uint64_t[] buf, uint64_t offset); Step #5: void coopVecMatMulNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float16_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float16_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int8_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float16_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int16_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float16_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int32_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float16_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int64_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float16_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint8_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float16_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint16_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float16_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint32_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float16_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint64_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float16_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, float16_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float16_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, float32_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float16_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, float64_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecOuterProductAccumulateNV(coopvecNV v1, coopvecNV v2, float16_t[] buf, uint64_t offset, uint stride, int matrixLayout, int matrixInterpretation); Step #5: void coopVecReduceSumAccumulateNV(coopvecNV v, float16_t[] buf, uint64_t offset); Step #5: void coopVecMatMulNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float32_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float32_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int8_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float32_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int16_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float32_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int32_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float32_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int64_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float32_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint8_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float32_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint16_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float32_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint32_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float32_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint64_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float32_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, float16_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float32_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, float32_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float32_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, float64_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecOuterProductAccumulateNV(coopvecNV v1, coopvecNV v2, float32_t[] buf, uint64_t offset, uint stride, int matrixLayout, int matrixInterpretation); Step #5: void coopVecReduceSumAccumulateNV(coopvecNV v, float32_t[] buf, uint64_t offset); Step #5: void coopVecMatMulNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float64_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float64_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int8_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float64_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int16_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float64_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int32_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float64_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int64_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float64_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint8_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float64_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint16_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float64_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint32_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float64_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint64_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float64_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, float16_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float64_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, float32_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float64_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, float64_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecOuterProductAccumulateNV(coopvecNV v1, coopvecNV v2, float64_t[] buf, uint64_t offset, uint stride, int matrixLayout, int matrixInterpretation); Step #5: void coopVecReduceSumAccumulateNV(coopvecNV v, float64_t[] buf, uint64_t offset); Step #5: coopvecNV fma(coopvecNV, coopvecNV, coopvecNV); Step #5: coopvecNV min(coopvecNV, coopvecNV); Step #5: coopvecNV max(coopvecNV, coopvecNV); Step #5: coopvecNV step(coopvecNV, coopvecNV); Step #5: coopvecNV exp(coopvecNV); Step #5: coopvecNV log(coopvecNV); Step #5: coopvecNV tanh(coopvecNV); Step #5: coopvecNV atan(coopvecNV); Step #5: coopvecNV clamp(coopvecNV, coopvecNV, coopvecNV); Step #5: vector frexp(vector, vector); Step #5: vector ldexp(vector, vector); Step #5: vector fma(vector, vector, vector); Step #5: vector floatBitsToInt(vector); Step #5: vector floatBitsToUint(vector); Step #5: vector intBitsToFloat(vector); Step #5: vector uintBitsToFloat(vector); Step #5: vector doubleBitsToInt64(vector);vector doubleBitsToUint64(vector);vector int64BitsToDouble(vector);vector uint64BitsToDouble(vector);vector bfloat16BitsToIntEXT(vector);vector bfloat16BitsToUintEXT(vector);vector intBitsToBFloat16EXT(vector);vector uintBitsToBFloat16EXT(vector);vector halfBitsToInt16(vector);vector halfBitsToUint16(vector);vector float16BitsToInt16(vector);vector float16BitsToUint16(vector);vector int16BitsToFloat16(vector);vector uint16BitsToFloat16(vector);vector int16BitsToHalf(vector);vector uint16BitsToHalf(vector);vector floate5m2BitsToIntEXT(vector);vector floate5m2BitsToUintEXT(vector);vector intBitsToFloate5m2EXT(vector);vector uintBitsToFloate5m2EXT(vector);vector floate4m3BitsToIntEXT(vector);vector floate4m3BitsToUintEXT(vector);vector intBitsToFloate4m3EXT(vector);vector uintBitsToFloate4m3EXT(vector);vector floatue8m0BitsToIntEXT(vector);vector floatue8m0BitsToUintEXT(vector);vector intBitsToFloatue8m0EXT(vector);vector uintBitsToFloatue8m0EXT(vector);vector floatmxint8BitsToIntEXT(vector);vector floatmxint8BitsToUintEXT(vector);vector intBitsToFloatmxint8EXT(vector);vector uintBitsToFloatmxint8EXT(vector);vector uaddCarry(highp vector, highp vector, out lowp vector carry);vector usubBorrow(highp vector, highp vector, out lowp vector borrow);void umulExtended(highp vector, highp vector, out highp vector, out highp vector);void imulExtended(highp vector, highp vector, out highp vector, out highp vector);vector bitfieldExtract(vector, int, int);vector bitfieldInsert(vector, vector, int, int);vector bitfieldReverse(highp vector);vector bitCount(vector);vector findLSB(vector);vector findMSB(vector);vector mod(vector, double); Step #5: vector min(vector, double); Step #5: vector max(vector, double); Step #5: vector clamp(vector, double, double);vector mix(vector, vector, double);vector step(double, vector);vector smoothstep(double, double, vector);vector refract(vector, vector, double);vector mod(vector, float16_t); Step #5: vector min(vector, float16_t); Step #5: vector max(vector, float16_t); Step #5: vector clamp(vector, float16_t, float16_t);vector mix(vector, vector, float16_t);vector step(float16_t, vector);vector smoothstep(float16_t, float16_t, vector);vector refract(vector, vector, float16_t);vector min(vector, uint64_t); Step #5: vector max(vector, uint64_t); Step #5: vector clamp(vector, uint64_t, uint64_t);vector mix(vector, vector, uint64_t);vector min(vector, int64_t); Step #5: vector max(vector, int64_t); Step #5: vector clamp(vector, int64_t, int64_t);vector mix(vector, vector, int64_t);vector min(vector, uint16_t); Step #5: vector max(vector, uint16_t); Step #5: vector clamp(vector, uint16_t, uint16_t);vector mix(vector, vector, uint16_t);vector min(vector, int16_t); Step #5: vector max(vector, int16_t); Step #5: vector clamp(vector, int16_t, int16_t);vector mix(vector, vector, int16_t);vector min(vector, uint8_t); Step #5: vector max(vector, uint8_t); Step #5: vector clamp(vector, uint8_t, uint8_t);vector mix(vector, vector, uint8_t);vector min(vector, int8_t); Step #5: vector max(vector, int8_t); Step #5: vector clamp(vector, int8_t, int8_t);vector mix(vector, vector, int8_t);vector expectEXT(vector, vector);vector bitcastExtractfe2m1EXT(vector, uint);vector bitcastExtractfe3m2EXT(vector, uint);vector bitcastExtractfe2m3EXT(vector, uint);void coopVecLoadNV(out coopvecNV v, volatile coherent int8_t[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent int8_t[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent int16_t[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent int16_t[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent int32_t[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent int32_t[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent int64_t[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent int64_t[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent uint8_t[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent uint8_t[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent uint16_t[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent uint16_t[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent uint32_t[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent uint32_t[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent uint64_t[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent uint64_t[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent float16_t[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent float16_t[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent float32_t[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent float32_t[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent float64_t[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent float64_t[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent i8vec2[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent i8vec2[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent i16vec2[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent i16vec2[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent i32vec2[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent i32vec2[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent i64vec2[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent i64vec2[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent u8vec2[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent u8vec2[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent u16vec2[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent u16vec2[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent u32vec2[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent u32vec2[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent u64vec2[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent u64vec2[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent f16vec2[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent f16vec2[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent f32vec2[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent f32vec2[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent f64vec2[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent f64vec2[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent i8vec3[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent i8vec3[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent i16vec3[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent i16vec3[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent i32vec3[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent i32vec3[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent i64vec3[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent i64vec3[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent u8vec3[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent u8vec3[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent u16vec3[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent u16vec3[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent u32vec3[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent u32vec3[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent u64vec3[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent u64vec3[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent f16vec3[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent f16vec3[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent f32vec3[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent f32vec3[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent f64vec3[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent f64vec3[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent i8vec4[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent i8vec4[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent i16vec4[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent i16vec4[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent i32vec4[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent i32vec4[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent i64vec4[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent i64vec4[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent u8vec4[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent u8vec4[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent u16vec4[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent u16vec4[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent u32vec4[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent u32vec4[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent u64vec4[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent u64vec4[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent f16vec4[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent f16vec4[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent f32vec4[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent f32vec4[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent f64vec4[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent f64vec4[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent int8_t[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent int8_t[] buf, uint64_t offset);void coopVecLoadNV(out coopvecNV v, volatile coherent int16_t[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent int16_t[] buf, uint64_t offset);void coopVecLoadNV(out coopvecNV v, volatile coherent int32_t[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent int32_t[] buf, uint64_t offset);void coopVecLoadNV(out coopvecNV v, volatile coherent int64_t[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent int64_t[] buf, uint64_t offset);void coopVecLoadNV(out coopvecNV v, volatile coherent uint8_t[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent uint8_t[] buf, uint64_t offset);void coopVecLoadNV(out coopvecNV v, volatile coherent uint16_t[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent uint16_t[] buf, uint64_t offset);void coopVecLoadNV(out coopvecNV v, volatile coherent uint32_t[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent uint32_t[] buf, uint64_t offset);void coopVecLoadNV(out coopvecNV v, volatile coherent uint64_t[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent uint64_t[] buf, uint64_t offset);void coopVecLoadNV(out coopvecNV v, volatile coherent float16_t[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent float16_t[] buf, uint64_t offset);void coopVecLoadNV(out coopvecNV v, volatile coherent float32_t[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent float32_t[] buf, uint64_t offset);void coopVecLoadNV(out coopvecNV v, volatile coherent float64_t[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent float64_t[] buf, uint64_t offset);void coopVecLoadNV(out coopvecNV v, volatile coherent i8vec2[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent i8vec2[] buf, uint64_t offset);void coopVecLoadNV(out coopvecNV v, volatile coherent i16vec2[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent i16vec2[] buf, uint64_t offset);void coopVecLoadNV(out coopvecNV v, volatile coherent i32vec2[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent i32vec2[] buf, uint64_t offset);void coopVecLoadNV(out coopvecNV v, volatile coherent i64vec2[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent i64vec2[] buf, uint64_t offset);void coopVecLoadNV(out coopvecNV v, volatile coherent u8vec2[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent u8vec2[] buf, uint64_t offset);void coopVecLoadNV(out coopvecNV v, volatile coherent u16vec2[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent u16vec2[] buf, uint64_t offset);void coopVecLoadNV(out coopvecNV v, volatile coherent u32vec2[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent u32vec2[] buf, uint64_t offset);void coopVecLoadNV(out coopvecNV v, volatile coherent u64vec2[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent u64vec2[] buf, uint64_t offset);void coopVecLoadNV(out coopvecNV v, volatile coherent f16vec2[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent f16vec2[] buf, uint64_t offset);void coopVecLoadNV(out coopvecNV v, volatile coherent f32vec2[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent f32vec2[] buf, uint64_t offset);void coopVecLoadNV(out coopvecNV v, volatile coherent f64vec2[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent f64vec2[] buf, uint64_t offset);void coopVecLoadNV(out coopvecNV v, volatile coherent i8vec3[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent i8vec3[] buf, uint64_t offset);void coopVecLoadNV(out coopvecNV v, volatile coherent i16vec3[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent i16vec3[] buf, uint64_t offset);void coopVecLoadNV(out coopvecNV v, volatile coherent i32vec3[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent i32vec3[] buf, uint64_t offset);void coopVecLoadNV(out coopvecNV v, volatile coherent i64vec3[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent i64vec3[] buf, uint64_t offset);void coopVecLoadNV(out coopvecNV v, volatile coherent u8vec3[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent u8vec3[] buf, uint64_t offset);void coopVecLoadNV(out coopvecNV v, volatile coherent u16vec3[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent u16vec3[] buf, uint64_t offset);void coopVecLoadNV(out coopvecNV v, volatile coherent u32vec3[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent u32vec3[] buf, uint64_t offset);void coopVecLoadNV(out coopvecNV v, volatile coherent u64vec3[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent u64vec3[] buf, uint64_t offset);void coopVecLoadNV(out coopvecNV v, volatile coherent f16vec3[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent f16vec3[] buf, uint64_t offset);void coopVecLoadNV(out coopvecNV v, volatile coherent f32vec3[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent f32vec3[] buf, uint64_t offset);void coopVecLoadNV(out coopvecNV v, volatile coherent f64vec3[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent f64vec3[] buf, uint64_t offset);void coopVecLoadNV(out coopvecNV v, volatile coherent i8vec4[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent i8vec4[] buf, uint64_t offset);void coopVecLoadNV(out coopvecNV v, volatile coherent i16vec4[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent i16vec4[] buf, uint64_t offset);void coopVecLoadNV(out coopvecNV v, volatile coherent i32vec4[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent i32vec4[] buf, uint64_t offset);void coopVecLoadNV(out coopvecNV v, volatile coherent i64vec4[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent i64vec4[] buf, uint64_t offset);void coopVecLoadNV(out coopvecNV v, volatile coherent u8vec4[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent u8vec4[] buf, uint64_t offset);void coopVecLoadNV(out coopvecNV v, volatile coherent u16vec4[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent u16vec4[] buf, uint64_t offset);void coopVecLoadNV(out coopvecNV v, volatile coherent u32vec4[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent u32vec4[] buf, uint64_t offset);void coopVecLoadNV(out coopvecNV v, volatile coherent u64vec4[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent u64vec4[] buf, uint64_t offset);void coopVecLoadNV(out coopvecNV v, volatile coherent f16vec4[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent f16vec4[] buf, uint64_t offset);void coopVecLoadNV(out coopvecNV v, volatile coherent f32vec4[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent f32vec4[] buf, uint64_t offset);void coopVecLoadNV(out coopvecNV v, volatile coherent f64vec4[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent f64vec4[] buf, uint64_t offset);const int gl_CooperativeVectorMatrixLayoutRowMajorNV = 0; Step #5: const int gl_CooperativeVectorMatrixLayoutColumnMajorNV = 1; Step #5: const int gl_CooperativeVectorMatrixLayoutInferencingOptimalNV = 2; Step #5: const int gl_CooperativeVectorMatrixLayoutTrainingOptimalNV = 3; Step #5: Step #5: const int gl_ComponentTypeFloat16NV = 0; Step #5: const int gl_ComponentTypeFloat32NV = 1; Step #5: const int gl_ComponentTypeFloat64NV = 2; Step #5: const int gl_ComponentTypeSignedInt8NV = 3; Step #5: const int gl_ComponentTypeSignedInt16NV = 4; Step #5: const int gl_ComponentTypeSignedInt32NV = 5; Step #5: const int gl_ComponentTypeSignedInt64NV = 6; Step #5: const int gl_ComponentTypeUnsignedInt8NV = 7; Step #5: const int gl_ComponentTypeUnsignedInt16NV = 8; Step #5: const int gl_ComponentTypeUnsignedInt32NV = 9; Step #5: const int gl_ComponentTypeUnsignedInt64NV = 10; Step #5: const int gl_ComponentTypeSignedInt8PackedNV = 1000491000; Step #5: const int gl_ComponentTypeUnsignedInt8PackedNV = 1000491001; Step #5: const int gl_ComponentTypeFloatE4M3NV = 1000491002; Step #5: const int gl_ComponentTypeFloatE5M2NV = 1000491003; Step #5: Step #5: uvec2 clock2x32ARB();uint64_t clockARB();uvec2 clockRealtime2x32EXT();uint64_t clockRealtimeEXT(); 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: int textureSize(sampler1D,int); Step #5: int textureQueryLevels(sampler1D); Step #5: vec4 texture(sampler1D,float); Step #5: vec4 textureGrad(sampler1D,float,float,float); Step #5: vec4 textureGradClampARB(sampler1D,float,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 textureGradOffsetClampARB(sampler1D,float,float,float,int,float); 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: vec4 texelFetch(texture1D,int,int); Step #5: vec4 texelFetchOffset(texture1D,int,int,int); Step #5: int textureSize(texture1D,int); Step #5: int textureQueryLevels(texture1D); Step #5: int textureSize(isampler1D,int); Step #5: int textureQueryLevels(isampler1D); Step #5: ivec4 texture(isampler1D,float); Step #5: ivec4 textureGrad(isampler1D,float,float,float); Step #5: ivec4 textureGradClampARB(isampler1D,float,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 textureGradOffsetClampARB(isampler1D,float,float,float,int,float); 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: ivec4 texelFetch(itexture1D,int,int); Step #5: ivec4 texelFetchOffset(itexture1D,int,int,int); Step #5: int textureSize(itexture1D,int); Step #5: int textureQueryLevels(itexture1D); Step #5: int textureSize(usampler1D,int); Step #5: int textureQueryLevels(usampler1D); Step #5: uvec4 texture(usampler1D,float); Step #5: uvec4 textureGrad(usampler1D,float,float,float); Step #5: uvec4 textureGradClampARB(usampler1D,float,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 textureGradOffsetClampARB(usampler1D,float,float,float,int,float); 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: uvec4 texelFetch(utexture1D,int,int); Step #5: uvec4 texelFetchOffset(utexture1D,int,int,int); Step #5: int textureSize(utexture1D,int); Step #5: int textureQueryLevels(utexture1D); Step #5: int textureSize(f16sampler1D,int); Step #5: int textureQueryLevels(f16sampler1D); Step #5: f16vec4 texture(f16sampler1D,float); Step #5: f16vec4 texture(f16sampler1D,float16_t); Step #5: f16vec4 textureGrad(f16sampler1D,float,float,float); Step #5: f16vec4 textureGradClampARB(f16sampler1D,float,float,float,float); Step #5: f16vec4 textureGrad(f16sampler1D,float16_t,float16_t,float16_t); Step #5: f16vec4 textureGradClampARB(f16sampler1D,float16_t,float16_t,float16_t,float16_t); Step #5: f16vec4 texelFetch(f16sampler1D,int,int); Step #5: f16vec4 texelFetch(f16sampler1D,int,int); Step #5: f16vec4 texelGradFetch(f16sampler1D,int,int,float,float); Step #5: f16vec4 texelGradFetch(f16sampler1D,int,int,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1D,float,int); Step #5: f16vec4 textureOffset(f16sampler1D,float16_t,int); Step #5: f16vec4 textureGradOffset(f16sampler1D,float,float,float,int); Step #5: f16vec4 textureGradOffsetClampARB(f16sampler1D,float,float,float,int,float); Step #5: f16vec4 textureGradOffset(f16sampler1D,float16_t,float16_t,float16_t,int); Step #5: f16vec4 textureGradOffsetClampARB(f16sampler1D,float16_t,float16_t,float16_t,int,float16_t); Step #5: f16vec4 texelFetchOffset(f16sampler1D,int,int,int); Step #5: f16vec4 texelFetchOffset(f16sampler1D,int,int,int); Step #5: f16vec4 texelGradFetchOffset(f16sampler1D,int,int,float,float,int); Step #5: f16vec4 texelGradFetchOffset(f16sampler1D,int,int,float16_t,float16_t,int); Step #5: f16vec4 textureLod(f16sampler1D,float,float); Step #5: f16vec4 textureLod(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureLodOffset(f16sampler1D,float,float,int); Step #5: f16vec4 textureLodOffset(f16sampler1D,float16_t,float16_t,int); Step #5: f16vec4 textureProj(f16sampler1D,vec2); Step #5: f16vec4 textureProj(f16sampler1D,f16vec2); Step #5: f16vec4 textureProj(f16sampler1D,vec4); Step #5: f16vec4 textureProj(f16sampler1D,f16vec4); Step #5: f16vec4 textureProjGrad(f16sampler1D,vec2,float,float); Step #5: f16vec4 textureProjGrad(f16sampler1D,f16vec2,float16_t,float16_t); Step #5: f16vec4 textureProjGrad(f16sampler1D,vec4,float,float); Step #5: f16vec4 textureProjGrad(f16sampler1D,f16vec4,float16_t,float16_t); Step #5: f16vec4 texelProjFetch(f16sampler1D,ivec2,int); Step #5: f16vec4 texelProjFetch(f16sampler1D,ivec2,int); Step #5: f16vec4 texelProjFetch(f16sampler1D,vec4,int); Step #5: f16vec4 texelProjFetch(f16sampler1D,f16vec4,int); Step #5: f16vec4 texelProjGradFetch(f16sampler1D,ivec2,int,float,float); Step #5: f16vec4 texelProjGradFetch(f16sampler1D,ivec2,int,float16_t,float16_t); Step #5: f16vec4 texelProjGradFetch(f16sampler1D,vec4,int,float,float); Step #5: f16vec4 texelProjGradFetch(f16sampler1D,f16vec4,int,float16_t,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec2,int); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec2,int); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec4,int); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec4,int); Step #5: f16vec4 textureProjGradOffset(f16sampler1D,vec2,float,float,int); Step #5: f16vec4 textureProjGradOffset(f16sampler1D,f16vec2,float16_t,float16_t,int); Step #5: f16vec4 textureProjGradOffset(f16sampler1D,vec4,float,float,int); Step #5: f16vec4 textureProjGradOffset(f16sampler1D,f16vec4,float16_t,float16_t,int); Step #5: f16vec4 texelProjFetchOffset(f16sampler1D,ivec2,int,int); Step #5: f16vec4 texelProjFetchOffset(f16sampler1D,ivec2,int,int); Step #5: f16vec4 texelProjFetchOffset(f16sampler1D,vec4,int,int); Step #5: f16vec4 texelProjFetchOffset(f16sampler1D,f16vec4,int,int); Step #5: f16vec4 textureProjLod(f16sampler1D,vec2,float); Step #5: f16vec4 textureProjLod(f16sampler1D,f16vec2,float16_t); Step #5: f16vec4 textureProjLod(f16sampler1D,vec4,float); Step #5: f16vec4 textureProjLod(f16sampler1D,f16vec4,float16_t); Step #5: f16vec4 textureProjLodOffset(f16sampler1D,vec2,float,int); Step #5: f16vec4 textureProjLodOffset(f16sampler1D,f16vec2,float16_t,int); Step #5: f16vec4 textureProjLodOffset(f16sampler1D,vec4,float,int); Step #5: f16vec4 textureProjLodOffset(f16sampler1D,f16vec4,float16_t,int); Step #5: f16vec4 texelFetch(f16texture1D,int,int); Step #5: f16vec4 texelFetch(f16texture1D,int,int); Step #5: f16vec4 texelFetchOffset(f16texture1D,int,int,int); Step #5: f16vec4 texelFetchOffset(f16texture1D,int,int,int); Step #5: int textureSize(f16texture1D,int); Step #5: int textureQueryLevels(f16texture1D); Step #5: ivec2 textureSize(sampler2D,int); Step #5: int textureQueryLevels(sampler2D); Step #5: vec4 texture(sampler2D,vec2); Step #5: int sparseTextureARB(sampler2D,vec2,out vec4); Step #5: vec4 textureGrad(sampler2D,vec2,vec2,vec2); Step #5: int sparseTextureGradARB(sampler2D,vec2,vec2,vec2,out vec4); Step #5: vec4 textureGradClampARB(sampler2D,vec2,vec2,vec2,float); Step #5: int sparseTextureGradClampARB(sampler2D,vec2,vec2,vec2,float,out vec4); Step #5: vec4 texelFetch(sampler2D,ivec2,int); Step #5: int sparseTexelFetchARB(sampler2D,ivec2,int,out vec4); Step #5: vec4 texelGradFetch(sampler2D,ivec2,int,vec2,vec2); Step #5: int sparseTexelGradFetchARB(sampler2D,ivec2,int,vec2,vec2,out vec4); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2); Step #5: int sparseTextureOffsetARB(sampler2D,vec2,ivec2,out vec4); Step #5: vec4 textureGradOffset(sampler2D,vec2,vec2,vec2,ivec2); Step #5: int sparseTextureGradOffsetARB(sampler2D,vec2,vec2,vec2,ivec2,out vec4); Step #5: vec4 textureGradOffsetClampARB(sampler2D,vec2,vec2,vec2,ivec2,float); Step #5: int sparseTextureGradOffsetClampARB(sampler2D,vec2,vec2,vec2,ivec2,float,out vec4); Step #5: vec4 texelFetchOffset(sampler2D,ivec2,int,ivec2); Step #5: int sparseTexelFetchOffsetARB(sampler2D,ivec2,int,ivec2,out vec4); Step #5: vec4 texelGradFetchOffset(sampler2D,ivec2,int,vec2,vec2,ivec2); Step #5: int sparseTexelGradFetchOffsetARB(sampler2D,ivec2,int,vec2,vec2,ivec2,out vec4); Step #5: vec4 textureLod(sampler2D,vec2,float); Step #5: int sparseTextureLodARB(sampler2D,vec2,float,out vec4); Step #5: vec4 textureLodOffset(sampler2D,vec2,float,ivec2); Step #5: int sparseTextureLodOffsetARB(sampler2D,vec2,float,ivec2,out vec4); 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: int sparseTextureGatherARB(sampler2D,vec2,out vec4 ); Step #5: vec4 textureGather(sampler2D,vec2,int); Step #5: int sparseTextureGatherARB(sampler2D,vec2,out vec4 ,int); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2); Step #5: int sparseTextureGatherOffsetARB(sampler2D,vec2,ivec2,out vec4 ); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int); Step #5: int sparseTextureGatherOffsetARB(sampler2D,vec2,ivec2,out vec4 ,int); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4]); Step #5: int sparseTextureGatherOffsetsARB(sampler2D,vec2,ivec2[4],out vec4 ); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int); Step #5: int sparseTextureGatherOffsetsARB(sampler2D,vec2,ivec2[4],out vec4 ,int); Step #5: vec4 textureGatherLodAMD(sampler2D,vec2,float); Step #5: int sparseTextureGatherLodAMD(sampler2D,vec2,float,out vec4 ); Step #5: vec4 textureGatherLodAMD(sampler2D,vec2,float,int); Step #5: int sparseTextureGatherLodAMD(sampler2D,vec2,float,out vec4 ,int); Step #5: vec4 textureGatherLodOffsetAMD(sampler2D,vec2,float,ivec2); Step #5: int sparseTextureGatherLodOffsetAMD(sampler2D,vec2,float,ivec2,out vec4 ); Step #5: vec4 textureGatherLodOffsetAMD(sampler2D,vec2,float,ivec2,int); Step #5: int sparseTextureGatherLodOffsetAMD(sampler2D,vec2,float,ivec2,out vec4 ,int); Step #5: vec4 textureGatherLodOffsetsAMD(sampler2D,vec2,float,ivec2[4]); Step #5: int sparseTextureGatherLodOffsetsAMD(sampler2D,vec2,float,ivec2[4],out vec4 ); Step #5: vec4 textureGatherLodOffsetsAMD(sampler2D,vec2,float,ivec2[4],int); Step #5: int sparseTextureGatherLodOffsetsAMD(sampler2D,vec2,float,ivec2[4],out vec4 ,int); Step #5: vec4 texelFetch(texture2D,ivec2,int); Step #5: int sparseTexelFetchARB(texture2D,ivec2,int,out vec4); Step #5: vec4 texelFetchOffset(texture2D,ivec2,int,ivec2); Step #5: int sparseTexelFetchOffsetARB(texture2D,ivec2,int,ivec2,out vec4); Step #5: ivec2 textureSize(texture2D,int); Step #5: int textureQueryLevels(texture2D); Step #5: ivec2 textureSize(isampler2D,int); Step #5: int textureQueryLevels(isampler2D); Step #5: ivec4 texture(isampler2D,vec2); Step #5: int sparseTextureARB(isampler2D,vec2,out ivec4); Step #5: ivec4 textureGrad(isampler2D,vec2,vec2,vec2); Step #5: int sparseTextureGradARB(isampler2D,vec2,vec2,vec2,out ivec4); Step #5: ivec4 textureGradClampARB(isampler2D,vec2,vec2,vec2,float); Step #5: int sparseTextureGradClampARB(isampler2D,vec2,vec2,vec2,float,out ivec4); Step #5: ivec4 texelFetch(isampler2D,ivec2,int); Step #5: int sparseTexelFetchARB(isampler2D,ivec2,int,out ivec4); Step #5: ivec4 texelGradFetch(isampler2D,ivec2,int,vec2,vec2); Step #5: int sparseTexelGradFetchARB(isampler2D,ivec2,int,vec2,vec2,out ivec4); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2); Step #5: int sparseTextureOffsetARB(isampler2D,vec2,ivec2,out ivec4); Step #5: ivec4 textureGradOffset(isampler2D,vec2,vec2,vec2,ivec2); Step #5: int sparseTextureGradOffsetARB(isampler2D,vec2,vec2,vec2,ivec2,out ivec4); Step #5: ivec4 textureGradOffsetClampARB(isampler2D,vec2,vec2,vec2,ivec2,float); Step #5: int sparseTextureGradOffsetClampARB(isampler2D,vec2,vec2,vec2,ivec2,float,out ivec4); Step #5: ivec4 texelFetchOffset(isampler2D,ivec2,int,ivec2); Step #5: int sparseTexelFetchOffsetARB(isampler2D,ivec2,int,ivec2,out ivec4); Step #5: ivec4 texelGradFetchOffset(isampler2D,ivec2,int,vec2,vec2,ivec2); Step #5: int sparseTexelGradFetchOffsetARB(isampler2D,ivec2,int,vec2,vec2,ivec2,out ivec4); Step #5: ivec4 textureLod(isampler2D,vec2,float); Step #5: int sparseTextureLodARB(isampler2D,vec2,float,out ivec4); Step #5: ivec4 textureLodOffset(isampler2D,vec2,float,ivec2); Step #5: int sparseTextureLodOffsetARB(isampler2D,vec2,float,ivec2,out ivec4); 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: int sparseTextureGatherARB(isampler2D,vec2,out ivec4 ); Step #5: ivec4 textureGather(isampler2D,vec2,int); Step #5: int sparseTextureGatherARB(isampler2D,vec2,out ivec4 ,int); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2); Step #5: int sparseTextureGatherOffsetARB(isampler2D,vec2,ivec2,out ivec4 ); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int); Step #5: int sparseTextureGatherOffsetARB(isampler2D,vec2,ivec2,out ivec4 ,int); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4]); Step #5: int sparseTextureGatherOffsetsARB(isampler2D,vec2,ivec2[4],out ivec4 ); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int); Step #5: int sparseTextureGatherOffsetsARB(isampler2D,vec2,ivec2[4],out ivec4 ,int); Step #5: ivec4 textureGatherLodAMD(isampler2D,vec2,float); Step #5: int sparseTextureGatherLodAMD(isampler2D,vec2,float,out ivec4 ); Step #5: ivec4 textureGatherLodAMD(isampler2D,vec2,float,int); Step #5: int sparseTextureGatherLodAMD(isampler2D,vec2,float,out ivec4 ,int); Step #5: ivec4 textureGatherLodOffsetAMD(isampler2D,vec2,float,ivec2); Step #5: int sparseTextureGatherLodOffsetAMD(isampler2D,vec2,float,ivec2,out ivec4 ); Step #5: ivec4 textureGatherLodOffsetAMD(isampler2D,vec2,float,ivec2,int); Step #5: int sparseTextureGatherLodOffsetAMD(isampler2D,vec2,float,ivec2,out ivec4 ,int); Step #5: ivec4 textureGatherLodOffsetsAMD(isampler2D,vec2,float,ivec2[4]); Step #5: int sparseTextureGatherLodOffsetsAMD(isampler2D,vec2,float,ivec2[4],out ivec4 ); Step #5: ivec4 textureGatherLodOffsetsAMD(isampler2D,vec2,float,ivec2[4],int); Step #5: int sparseTextureGatherLodOffsetsAMD(isampler2D,vec2,float,ivec2[4],out ivec4 ,int); Step #5: ivec4 texelFetch(itexture2D,ivec2,int); Step #5: int sparseTexelFetchARB(itexture2D,ivec2,int,out ivec4); Step #5: ivec4 texelFetchOffset(itexture2D,ivec2,int,ivec2); Step #5: int sparseTexelFetchOffsetARB(itexture2D,ivec2,int,ivec2,out ivec4); Step #5: ivec2 textureSize(itexture2D,int); Step #5: int textureQueryLevels(itexture2D); Step #5: ivec2 textureSize(usampler2D,int); Step #5: int textureQueryLevels(usampler2D); Step #5: uvec4 texture(usampler2D,vec2); Step #5: int sparseTextureARB(usampler2D,vec2,out uvec4); Step #5: uvec4 textureGrad(usampler2D,vec2,vec2,vec2); Step #5: int sparseTextureGradARB(usampler2D,vec2,vec2,vec2,out uvec4); Step #5: uvec4 textureGradClampARB(usampler2D,vec2,vec2,vec2,float); Step #5: int sparseTextureGradClampARB(usampler2D,vec2,vec2,vec2,float,out uvec4); Step #5: uvec4 texelFetch(usampler2D,ivec2,int); Step #5: int sparseTexelFetchARB(usampler2D,ivec2,int,out uvec4); Step #5: uvec4 texelGradFetch(usampler2D,ivec2,int,vec2,vec2); Step #5: int sparseTexelGradFetchARB(usampler2D,ivec2,int,vec2,vec2,out uvec4); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2); Step #5: int sparseTextureOffsetARB(usampler2D,vec2,ivec2,out uvec4); Step #5: uvec4 textureGradOffset(usampler2D,vec2,vec2,vec2,ivec2); Step #5: int sparseTextureGradOffsetARB(usampler2D,vec2,vec2,vec2,ivec2,out uvec4); Step #5: uvec4 textureGradOffsetClampARB(usampler2D,vec2,vec2,vec2,ivec2,float); Step #5: int sparseTextureGradOffsetClampARB(usampler2D,vec2,vec2,vec2,ivec2,float,out uvec4); Step #5: uvec4 texelFetchOffset(usampler2D,ivec2,int,ivec2); Step #5: int sparseTexelFetchOffsetARB(usampler2D,ivec2,int,ivec2,out uvec4); Step #5: uvec4 texelGradFetchOffset(usampler2D,ivec2,int,vec2,vec2,ivec2); Step #5: int sparseTexelGradFetchOffsetARB(usampler2D,ivec2,int,vec2,vec2,ivec2,out uvec4); Step #5: uvec4 textureLod(usampler2D,vec2,float); Step #5: int sparseTextureLodARB(usampler2D,vec2,float,out uvec4); Step #5: uvec4 textureLodOffset(usampler2D,vec2,float,ivec2); Step #5: int sparseTextureLodOffsetARB(usampler2D,vec2,float,ivec2,out uvec4); 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: int sparseTextureGatherARB(usampler2D,vec2,out uvec4 ); Step #5: uvec4 textureGather(usampler2D,vec2,int); Step #5: int sparseTextureGatherARB(usampler2D,vec2,out uvec4 ,int); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2); Step #5: int sparseTextureGatherOffsetARB(usampler2D,vec2,ivec2,out uvec4 ); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int); Step #5: int sparseTextureGatherOffsetARB(usampler2D,vec2,ivec2,out uvec4 ,int); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4]); Step #5: int sparseTextureGatherOffsetsARB(usampler2D,vec2,ivec2[4],out uvec4 ); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int); Step #5: int sparseTextureGatherOffsetsARB(usampler2D,vec2,ivec2[4],out uvec4 ,int); Step #5: uvec4 textureGatherLodAMD(usampler2D,vec2,float); Step #5: int sparseTextureGatherLodAMD(usampler2D,vec2,float,out uvec4 ); Step #5: uvec4 textureGatherLodAMD(usampler2D,vec2,float,int); Step #5: int sparseTextureGatherLodAMD(usampler2D,vec2,float,out uvec4 ,int); Step #5: uvec4 textureGatherLodOffsetAMD(usampler2D,vec2,float,ivec2); Step #5: int sparseTextureGatherLodOffsetAMD(usampler2D,vec2,float,ivec2,out uvec4 ); Step #5: uvec4 textureGatherLodOffsetAMD(usampler2D,vec2,float,ivec2,int); Step #5: int sparseTextureGatherLodOffsetAMD(usampler2D,vec2,float,ivec2,out uvec4 ,int); Step #5: uvec4 textureGatherLodOffsetsAMD(usampler2D,vec2,float,ivec2[4]); Step #5: int sparseTextureGatherLodOffsetsAMD(usampler2D,vec2,float,ivec2[4],out uvec4 ); Step #5: uvec4 textureGatherLodOffsetsAMD(usampler2D,vec2,float,ivec2[4],int); Step #5: int sparseTextureGatherLodOffsetsAMD(usampler2D,vec2,float,ivec2[4],out uvec4 ,int); Step #5: uvec4 texelFetch(utexture2D,ivec2,int); Step #5: int sparseTexelFetchARB(utexture2D,ivec2,int,out uvec4); Step #5: uvec4 texelFetchOffset(utexture2D,ivec2,int,ivec2); Step #5: int sparseTexelFetchOffsetARB(utexture2D,ivec2,int,ivec2,out uvec4); Step #5: ivec2 textureSize(utexture2D,int); Step #5: int textureQueryLevels(utexture2D); Step #5: ivec2 textureSize(f16sampler2D,int); Step #5: int textureQueryLevels(f16sampler2D); Step #5: f16vec4 texture(f16sampler2D,vec2); Step #5: int sparseTextureARB(f16sampler2D,vec2,out f16vec4); Step #5: f16vec4 texture(f16sampler2D,f16vec2); Step #5: int sparseTextureARB(f16sampler2D,f16vec2,out f16vec4); Step #5: f16vec4 textureGrad(f16sampler2D,vec2,vec2,vec2); Step #5: int sparseTextureGradARB(f16sampler2D,vec2,vec2,vec2,out f16vec4); Step #5: f16vec4 textureGradClampARB(f16sampler2D,vec2,vec2,vec2,float); Step #5: int sparseTextureGradClampARB(f16sampler2D,vec2,vec2,vec2,float,out f16vec4); Step #5: f16vec4 textureGrad(f16sampler2D,f16vec2,f16vec2,f16vec2); Step #5: int sparseTextureGradARB(f16sampler2D,f16vec2,f16vec2,f16vec2,out f16vec4); Step #5: f16vec4 textureGradClampARB(f16sampler2D,f16vec2,f16vec2,f16vec2,float16_t); Step #5: int sparseTextureGradClampARB(f16sampler2D,f16vec2,f16vec2,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 texelFetch(f16sampler2D,ivec2,int); Step #5: int sparseTexelFetchARB(f16sampler2D,ivec2,int,out f16vec4); Step #5: f16vec4 texelFetch(f16sampler2D,ivec2,int); Step #5: int sparseTexelFetchARB(f16sampler2D,ivec2,int,out f16vec4); Step #5: f16vec4 texelGradFetch(f16sampler2D,ivec2,int,vec2,vec2); Step #5: int sparseTexelGradFetchARB(f16sampler2D,ivec2,int,vec2,vec2,out f16vec4); Step #5: f16vec4 texelGradFetch(f16sampler2D,ivec2,int,f16vec2,f16vec2); Step #5: int sparseTexelGradFetchARB(f16sampler2D,ivec2,int,f16vec2,f16vec2,out f16vec4); Step #5: f16vec4 textureOffset(f16sampler2D,vec2,ivec2); Step #5: int sparseTextureOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4); Step #5: f16vec4 textureOffset(f16sampler2D,f16vec2,ivec2); Step #5: int sparseTextureOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4); Step #5: f16vec4 textureGradOffset(f16sampler2D,vec2,vec2,vec2,ivec2); Step #5: int sparseTextureGradOffsetARB(f16sampler2D,vec2,vec2,vec2,ivec2,out f16vec4); Step #5: f16vec4 textureGradOffsetClampARB(f16sampler2D,vec2,vec2,vec2,ivec2,float); Step #5: int sparseTextureGradOffsetClampARB(f16sampler2D,vec2,vec2,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureGradOffset(f16sampler2D,f16vec2,f16vec2,f16vec2,ivec2); Step #5: int sparseTextureGradOffsetARB(f16sampler2D,f16vec2,f16vec2,f16vec2,ivec2,out f16vec4); Step #5: f16vec4 textureGradOffsetClampARB(f16sampler2D,f16vec2,f16vec2,f16vec2,ivec2,float16_t); Step #5: int sparseTextureGradOffsetClampARB(f16sampler2D,f16vec2,f16vec2,f16vec2,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texelFetchOffset(f16sampler2D,ivec2,int,ivec2); Step #5: int sparseTexelFetchOffsetARB(f16sampler2D,ivec2,int,ivec2,out f16vec4); Step #5: f16vec4 texelFetchOffset(f16sampler2D,ivec2,int,ivec2); Step #5: int sparseTexelFetchOffsetARB(f16sampler2D,ivec2,int,ivec2,out f16vec4); Step #5: f16vec4 texelGradFetchOffset(f16sampler2D,ivec2,int,vec2,vec2,ivec2); Step #5: int sparseTexelGradFetchOffsetARB(f16sampler2D,ivec2,int,vec2,vec2,ivec2,out f16vec4); Step #5: f16vec4 texelGradFetchOffset(f16sampler2D,ivec2,int,f16vec2,f16vec2,ivec2); Step #5: int sparseTexelGradFetchOffsetARB(f16sampler2D,ivec2,int,f16vec2,f16vec2,ivec2,out f16vec4); Step #5: f16vec4 textureLod(f16sampler2D,vec2,float); Step #5: int sparseTextureLodARB(f16sampler2D,vec2,float,out f16vec4); Step #5: f16vec4 textureLod(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureLodARB(f16sampler2D,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureLodOffset(f16sampler2D,vec2,float,ivec2); Step #5: int sparseTextureLodOffsetARB(f16sampler2D,vec2,float,ivec2,out f16vec4); Step #5: f16vec4 textureLodOffset(f16sampler2D,f16vec2,float16_t,ivec2); Step #5: int sparseTextureLodOffsetARB(f16sampler2D,f16vec2,float16_t,ivec2,out f16vec4); Step #5: f16vec4 textureProj(f16sampler2D,vec3); Step #5: f16vec4 textureProj(f16sampler2D,f16vec3); Step #5: f16vec4 textureProj(f16sampler2D,vec4); Step #5: f16vec4 textureProj(f16sampler2D,f16vec4); Step #5: f16vec4 textureProjGrad(f16sampler2D,vec3,vec2,vec2); Step #5: f16vec4 textureProjGrad(f16sampler2D,f16vec3,f16vec2,f16vec2); Step #5: f16vec4 textureProjGrad(f16sampler2D,vec4,vec2,vec2); Step #5: f16vec4 textureProjGrad(f16sampler2D,f16vec4,f16vec2,f16vec2); Step #5: f16vec4 texelProjFetch(f16sampler2D,ivec3,int); Step #5: f16vec4 texelProjFetch(f16sampler2D,ivec3,int); Step #5: f16vec4 texelProjFetch(f16sampler2D,vec4,int); Step #5: f16vec4 texelProjFetch(f16sampler2D,f16vec4,int); Step #5: f16vec4 texelProjGradFetch(f16sampler2D,ivec3,int,vec2,vec2); Step #5: f16vec4 texelProjGradFetch(f16sampler2D,ivec3,int,f16vec2,f16vec2); Step #5: f16vec4 texelProjGradFetch(f16sampler2D,vec4,int,vec2,vec2); Step #5: f16vec4 texelProjGradFetch(f16sampler2D,f16vec4,int,f16vec2,f16vec2); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec3,ivec2); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec3,ivec2); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec4,ivec2); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec4,ivec2); Step #5: f16vec4 textureProjGradOffset(f16sampler2D,vec3,vec2,vec2,ivec2); Step #5: f16vec4 textureProjGradOffset(f16sampler2D,f16vec3,f16vec2,f16vec2,ivec2); Step #5: f16vec4 textureProjGradOffset(f16sampler2D,vec4,vec2,vec2,ivec2); Step #5: f16vec4 textureProjGradOffset(f16sampler2D,f16vec4,f16vec2,f16vec2,ivec2); Step #5: f16vec4 texelProjFetchOffset(f16sampler2D,ivec3,int,ivec2); Step #5: f16vec4 texelProjFetchOffset(f16sampler2D,ivec3,int,ivec2); Step #5: f16vec4 texelProjFetchOffset(f16sampler2D,vec4,int,ivec2); Step #5: f16vec4 texelProjFetchOffset(f16sampler2D,f16vec4,int,ivec2); Step #5: f16vec4 textureProjLod(f16sampler2D,vec3,float); Step #5: f16vec4 textureProjLod(f16sampler2D,f16vec3,float16_t); Step #5: f16vec4 textureProjLod(f16sampler2D,vec4,float); Step #5: f16vec4 textureProjLod(f16sampler2D,f16vec4,float16_t); Step #5: f16vec4 textureProjLodOffset(f16sampler2D,vec3,float,ivec2); Step #5: f16vec4 textureProjLodOffset(f16sampler2D,f16vec3,float16_t,ivec2); Step #5: f16vec4 textureProjLodOffset(f16sampler2D,vec4,float,ivec2); Step #5: f16vec4 textureProjLodOffset(f16sampler2D,f16vec4,float16_t,ivec2); Step #5: f16vec4 textureGather(f16sampler2D,vec2); Step #5: int sparseTextureGatherARB(f16sampler2D,vec2,out f16vec4 ); Step #5: f16vec4 textureGather(f16sampler2D,vec2,int); Step #5: int sparseTextureGatherARB(f16sampler2D,vec2,out f16vec4 ,int); Step #5: f16vec4 textureGatherOffset(f16sampler2D,vec2,ivec2); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4 ); Step #5: f16vec4 textureGatherOffset(f16sampler2D,vec2,ivec2,int); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4 ,int); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,vec2,ivec2[4]); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,vec2,ivec2[4],out f16vec4 ); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,vec2,ivec2[4],int); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,vec2,ivec2[4],out f16vec4 ,int); Step #5: f16vec4 textureGather(f16sampler2D,f16vec2); Step #5: int sparseTextureGatherARB(f16sampler2D,f16vec2,out f16vec4 ); Step #5: f16vec4 textureGather(f16sampler2D,f16vec2,int); Step #5: int sparseTextureGatherARB(f16sampler2D,f16vec2,out f16vec4 ,int); Step #5: f16vec4 textureGatherOffset(f16sampler2D,f16vec2,ivec2); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4 ); Step #5: f16vec4 textureGatherOffset(f16sampler2D,f16vec2,ivec2,int); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4 ,int); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,f16vec2,ivec2[4]); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,f16vec2,ivec2[4],out f16vec4 ); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,f16vec2,ivec2[4],int); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,f16vec2,ivec2[4],out f16vec4 ,int); Step #5: f16vec4 textureGatherLodAMD(f16sampler2D,vec2,float); Step #5: int sparseTextureGatherLodAMD(f16sampler2D,vec2,float,out f16vec4 ); Step #5: f16vec4 textureGatherLodAMD(f16sampler2D,vec2,float,int); Step #5: int sparseTextureGatherLodAMD(f16sampler2D,vec2,float,out f16vec4 ,int); Step #5: f16vec4 textureGatherLodOffsetAMD(f16sampler2D,vec2,float,ivec2); Step #5: int sparseTextureGatherLodOffsetAMD(f16sampler2D,vec2,float,ivec2,out f16vec4 ); Step #5: f16vec4 textureGatherLodOffsetAMD(f16sampler2D,vec2,float,ivec2,int); Step #5: int sparseTextureGatherLodOffsetAMD(f16sampler2D,vec2,float,ivec2,out f16vec4 ,int); Step #5: f16vec4 textureGatherLodOffsetsAMD(f16sampler2D,vec2,float,ivec2[4]); Step #5: int sparseTextureGatherLodOffsetsAMD(f16sampler2D,vec2,float,ivec2[4],out f16vec4 ); Step #5: f16vec4 textureGatherLodOffsetsAMD(f16sampler2D,vec2,float,ivec2[4],int); Step #5: int sparseTextureGatherLodOffsetsAMD(f16sampler2D,vec2,float,ivec2[4],out f16vec4 ,int); Step #5: f16vec4 textureGatherLodAMD(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureGatherLodAMD(f16sampler2D,f16vec2,float16_t,out f16vec4 ); Step #5: f16vec4 textureGatherLodAMD(f16sampler2D,f16vec2,float16_t,int); Step #5: int sparseTextureGatherLodAMD(f16sampler2D,f16vec2,float16_t,out f16vec4 ,int); Step #5: f16vec4 textureGatherLodOffsetAMD(f16sampler2D,f16vec2,float16_t,ivec2); Step #5: int sparseTextureGatherLodOffsetAMD(f16sampler2D,f16vec2,float16_t,ivec2,out f16vec4 ); Step #5: f16vec4 textureGatherLodOffsetAMD(f16sampler2D,f16vec2,float16_t,ivec2,int); Step #5: int sparseTextureGatherLodOffsetAMD(f16sampler2D,f16vec2,float16_t,ivec2,out f16vec4 ,int); Step #5: f16vec4 textureGatherLodOffsetsAMD(f16sampler2D,f16vec2,float16_t,ivec2[4]); Step #5: int sparseTextureGatherLodOffsetsAMD(f16sampler2D,f16vec2,float16_t,ivec2[4],out f16vec4 ); Step #5: f16vec4 textureGatherLodOffsetsAMD(f16sampler2D,f16vec2,float16_t,ivec2[4],int); Step #5: int sparseTextureGatherLodOffsetsAMD(f16sampler2D,f16vec2,float16_t,ivec2[4],out f16vec4 ,int); Step #5: f16vec4 texelFetch(f16texture2D,ivec2,int); Step #5: int sparseTexelFetchARB(f16texture2D,ivec2,int,out f16vec4); Step #5: f16vec4 texelFetch(f16texture2D,ivec2,int); Step #5: int sparseTexelFetchARB(f16texture2D,ivec2,int,out f16vec4); Step #5: f16vec4 texelFetchOffset(f16texture2D,ivec2,int,ivec2); Step #5: int sparseTexelFetchOffsetARB(f16texture2D,ivec2,int,ivec2,out f16vec4); Step #5: f16vec4 texelFetchOffset(f16texture2D,ivec2,int,ivec2); Step #5: int sparseTexelFetchOffsetARB(f16texture2D,ivec2,int,ivec2,out f16vec4); Step #5: ivec2 textureSize(f16texture2D,int); Step #5: int textureQueryLevels(f16texture2D); Step #5: ivec3 textureSize(sampler3D,int); Step #5: int textureQueryLevels(sampler3D); Step #5: vec4 texture(sampler3D,vec3); Step #5: int sparseTextureARB(sampler3D,vec3,out vec4); Step #5: vec4 textureGrad(sampler3D,vec3,vec3,vec3); Step #5: int sparseTextureGradARB(sampler3D,vec3,vec3,vec3,out vec4); Step #5: vec4 textureGradClampARB(sampler3D,vec3,vec3,vec3,float); Step #5: int sparseTextureGradClampARB(sampler3D,vec3,vec3,vec3,float,out vec4); Step #5: vec4 texelFetch(sampler3D,ivec3,int); Step #5: int sparseTexelFetchARB(sampler3D,ivec3,int,out vec4); Step #5: vec4 texelGradFetch(sampler3D,ivec3,int,vec3,vec3); Step #5: int sparseTexelGradFetchARB(sampler3D,ivec3,int,vec3,vec3,out vec4); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3); Step #5: int sparseTextureOffsetARB(sampler3D,vec3,ivec3,out vec4); Step #5: vec4 textureGradOffset(sampler3D,vec3,vec3,vec3,ivec3); Step #5: int sparseTextureGradOffsetARB(sampler3D,vec3,vec3,vec3,ivec3,out vec4); Step #5: vec4 textureGradOffsetClampARB(sampler3D,vec3,vec3,vec3,ivec3,float); Step #5: int sparseTextureGradOffsetClampARB(sampler3D,vec3,vec3,vec3,ivec3,float,out vec4); Step #5: vec4 texelFetchOffset(sampler3D,ivec3,int,ivec3); Step #5: int sparseTexelFetchOffsetARB(sampler3D,ivec3,int,ivec3,out vec4); Step #5: vec4 texelGradFetchOffset(sampler3D,ivec3,int,vec3,vec3,ivec3); Step #5: int sparseTexelGradFetchOffsetARB(sampler3D,ivec3,int,vec3,vec3,ivec3,out vec4); Step #5: vec4 textureLod(sampler3D,vec3,float); Step #5: int sparseTextureLodARB(sampler3D,vec3,float,out vec4); Step #5: vec4 textureLodOffset(sampler3D,vec3,float,ivec3); Step #5: int sparseTextureLodOffsetARB(sampler3D,vec3,float,ivec3,out vec4); 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: int sparseTexelFetchARB(texture3D,ivec3,int,out vec4); Step #5: vec4 texelFetchOffset(texture3D,ivec3,int,ivec3); Step #5: int sparseTexelFetchOffsetARB(texture3D,ivec3,int,ivec3,out vec4); Step #5: ivec3 textureSize(texture3D,int); Step #5: int textureQueryLevels(texture3D); Step #5: ivec3 textureSize(isampler3D,int); Step #5: int textureQueryLevels(isampler3D); Step #5: ivec4 texture(isampler3D,vec3); Step #5: int sparseTextureARB(isampler3D,vec3,out ivec4); Step #5: ivec4 textureGrad(isampler3D,vec3,vec3,vec3); Step #5: int sparseTextureGradARB(isampler3D,vec3,vec3,vec3,out ivec4); Step #5: ivec4 textureGradClampARB(isampler3D,vec3,vec3,vec3,float); Step #5: int sparseTextureGradClampARB(isampler3D,vec3,vec3,vec3,float,out ivec4); Step #5: ivec4 texelFetch(isampler3D,ivec3,int); Step #5: int sparseTexelFetchARB(isampler3D,ivec3,int,out ivec4); Step #5: ivec4 texelGradFetch(isampler3D,ivec3,int,vec3,vec3); Step #5: int sparseTexelGradFetchARB(isampler3D,ivec3,int,vec3,vec3,out ivec4); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3); Step #5: int sparseTextureOffsetARB(isampler3D,vec3,ivec3,out ivec4); Step #5: ivec4 textureGradOffset(isampler3D,vec3,vec3,vec3,ivec3); Step #5: int sparseTextureGradOffsetARB(isampler3D,vec3,vec3,vec3,ivec3,out ivec4); Step #5: ivec4 textureGradOffsetClampARB(isampler3D,vec3,vec3,vec3,ivec3,float); Step #5: int sparseTextureGradOffsetClampARB(isampler3D,vec3,vec3,vec3,ivec3,float,out ivec4); Step #5: ivec4 texelFetchOffset(isampler3D,ivec3,int,ivec3); Step #5: int sparseTexelFetchOffsetARB(isampler3D,ivec3,int,ivec3,out ivec4); Step #5: ivec4 texelGradFetchOffset(isampler3D,ivec3,int,vec3,vec3,ivec3); Step #5: int sparseTexelGradFetchOffsetARB(isampler3D,ivec3,int,vec3,vec3,ivec3,out ivec4); Step #5: ivec4 textureLod(isampler3D,vec3,float); Step #5: int sparseTextureLodARB(isampler3D,vec3,float,out ivec4); Step #5: ivec4 textureLodOffset(isampler3D,vec3,float,ivec3); Step #5: int sparseTextureLodOffsetARB(isampler3D,vec3,float,ivec3,out ivec4); 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: int sparseTexelFetchARB(itexture3D,ivec3,int,out ivec4); Step #5: ivec4 texelFetchOffset(itexture3D,ivec3,int,ivec3); Step #5: int sparseTexelFetchOffsetARB(itexture3D,ivec3,int,ivec3,out ivec4); Step #5: ivec3 textureSize(itexture3D,int); Step #5: int textureQueryLevels(itexture3D); Step #5: ivec3 textureSize(usampler3D,int); Step #5: int textureQueryLevels(usampler3D); Step #5: uvec4 texture(usampler3D,vec3); Step #5: int sparseTextureARB(usampler3D,vec3,out uvec4); Step #5: uvec4 textureGrad(usampler3D,vec3,vec3,vec3); Step #5: int sparseTextureGradARB(usampler3D,vec3,vec3,vec3,out uvec4); Step #5: uvec4 textureGradClampARB(usampler3D,vec3,vec3,vec3,float); Step #5: int sparseTextureGradClampARB(usampler3D,vec3,vec3,vec3,float,out uvec4); Step #5: uvec4 texelFetch(usampler3D,ivec3,int); Step #5: int sparseTexelFetchARB(usampler3D,ivec3,int,out uvec4); Step #5: uvec4 texelGradFetch(usampler3D,ivec3,int,vec3,vec3); Step #5: int sparseTexelGradFetchARB(usampler3D,ivec3,int,vec3,vec3,out uvec4); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3); Step #5: int sparseTextureOffsetARB(usampler3D,vec3,ivec3,out uvec4); Step #5: uvec4 textureGradOffset(usampler3D,vec3,vec3,vec3,ivec3); Step #5: int sparseTextureGradOffsetARB(usampler3D,vec3,vec3,vec3,ivec3,out uvec4); Step #5: uvec4 textureGradOffsetClampARB(usampler3D,vec3,vec3,vec3,ivec3,float); Step #5: int sparseTextureGradOffsetClampARB(usampler3D,vec3,vec3,vec3,ivec3,float,out uvec4); Step #5: uvec4 texelFetchOffset(usampler3D,ivec3,int,ivec3); Step #5: int sparseTexelFetchOffsetARB(usampler3D,ivec3,int,ivec3,out uvec4); Step #5: uvec4 texelGradFetchOffset(usampler3D,ivec3,int,vec3,vec3,ivec3); Step #5: int sparseTexelGradFetchOffsetARB(usampler3D,ivec3,int,vec3,vec3,ivec3,out uvec4); Step #5: uvec4 textureLod(usampler3D,vec3,float); Step #5: int sparseTextureLodARB(usampler3D,vec3,float,out uvec4); Step #5: uvec4 textureLodOffset(usampler3D,vec3,float,ivec3); Step #5: int sparseTextureLodOffsetARB(usampler3D,vec3,float,ivec3,out uvec4); 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: int sparseTexelFetchARB(utexture3D,ivec3,int,out uvec4); Step #5: uvec4 texelFetchOffset(utexture3D,ivec3,int,ivec3); Step #5: int sparseTexelFetchOffsetARB(utexture3D,ivec3,int,ivec3,out uvec4); Step #5: ivec3 textureSize(utexture3D,int); Step #5: int textureQueryLevels(utexture3D); Step #5: ivec3 textureSize(f16sampler3D,int); Step #5: int textureQueryLevels(f16sampler3D); Step #5: f16vec4 texture(f16sampler3D,vec3); Step #5: int sparseTextureARB(f16sampler3D,vec3,out f16vec4); Step #5: f16vec4 texture(f16sampler3D,f16vec3); Step #5: int sparseTextureARB(f16sampler3D,f16vec3,out f16vec4); Step #5: f16vec4 textureGrad(f16sampler3D,vec3,vec3,vec3); Step #5: int sparseTextureGradARB(f16sampler3D,vec3,vec3,vec3,out f16vec4); Step #5: f16vec4 textureGradClampARB(f16sampler3D,vec3,vec3,vec3,float); Step #5: int sparseTextureGradClampARB(f16sampler3D,vec3,vec3,vec3,float,out f16vec4); Step #5: f16vec4 textureGrad(f16sampler3D,f16vec3,f16vec3,f16vec3); Step #5: int sparseTextureGradARB(f16sampler3D,f16vec3,f16vec3,f16vec3,out f16vec4); Step #5: f16vec4 textureGradClampARB(f16sampler3D,f16vec3,f16vec3,f16vec3,float16_t); Step #5: int sparseTextureGradClampARB(f16sampler3D,f16vec3,f16vec3,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 texelFetch(f16sampler3D,ivec3,int); Step #5: int sparseTexelFetchARB(f16sampler3D,ivec3,int,out f16vec4); Step #5: f16vec4 texelFetch(f16sampler3D,ivec3,int); Step #5: int sparseTexelFetchARB(f16sampler3D,ivec3,int,out f16vec4); Step #5: f16vec4 texelGradFetch(f16sampler3D,ivec3,int,vec3,vec3); Step #5: int sparseTexelGradFetchARB(f16sampler3D,ivec3,int,vec3,vec3,out f16vec4); Step #5: f16vec4 texelGradFetch(f16sampler3D,ivec3,int,f16vec3,f16vec3); Step #5: int sparseTexelGradFetchARB(f16sampler3D,ivec3,int,f16vec3,f16vec3,out f16vec4); Step #5: f16vec4 textureOffset(f16sampler3D,vec3,ivec3); Step #5: int sparseTextureOffsetARB(f16sampler3D,vec3,ivec3,out f16vec4); Step #5: f16vec4 textureOffset(f16sampler3D,f16vec3,ivec3); Step #5: int sparseTextureOffsetARB(f16sampler3D,f16vec3,ivec3,out f16vec4); Step #5: f16vec4 textureGradOffset(f16sampler3D,vec3,vec3,vec3,ivec3); Step #5: int sparseTextureGradOffsetARB(f16sampler3D,vec3,vec3,vec3,ivec3,out f16vec4); Step #5: f16vec4 textureGradOffsetClampARB(f16sampler3D,vec3,vec3,vec3,ivec3,float); Step #5: int sparseTextureGradOffsetClampARB(f16sampler3D,vec3,vec3,vec3,ivec3,float,out f16vec4); Step #5: f16vec4 textureGradOffset(f16sampler3D,f16vec3,f16vec3,f16vec3,ivec3); Step #5: int sparseTextureGradOffsetARB(f16sampler3D,f16vec3,f16vec3,f16vec3,ivec3,out f16vec4); Step #5: f16vec4 textureGradOffsetClampARB(f16sampler3D,f16vec3,f16vec3,f16vec3,ivec3,float16_t); Step #5: int sparseTextureGradOffsetClampARB(f16sampler3D,f16vec3,f16vec3,f16vec3,ivec3,float16_t,out f16vec4); Step #5: f16vec4 texelFetchOffset(f16sampler3D,ivec3,int,ivec3); Step #5: int sparseTexelFetchOffsetARB(f16sampler3D,ivec3,int,ivec3,out f16vec4); Step #5: f16vec4 texelFetchOffset(f16sampler3D,ivec3,int,ivec3); Step #5: int sparseTexelFetchOffsetARB(f16sampler3D,ivec3,int,ivec3,out f16vec4); Step #5: f16vec4 texelGradFetchOffset(f16sampler3D,ivec3,int,vec3,vec3,ivec3); Step #5: int sparseTexelGradFetchOffsetARB(f16sampler3D,ivec3,int,vec3,vec3,ivec3,out f16vec4); Step #5: f16vec4 texelGradFetchOffset(f16sampler3D,ivec3,int,f16vec3,f16vec3,ivec3); Step #5: int sparseTexelGradFetchOffsetARB(f16sampler3D,ivec3,int,f16vec3,f16vec3,ivec3,out f16vec4); Step #5: f16vec4 textureLod(f16sampler3D,vec3,float); Step #5: int sparseTextureLodARB(f16sampler3D,vec3,float,out f16vec4); Step #5: f16vec4 textureLod(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureLodARB(f16sampler3D,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureLodOffset(f16sampler3D,vec3,float,ivec3); Step #5: int sparseTextureLodOffsetARB(f16sampler3D,vec3,float,ivec3,out f16vec4); Step #5: f16vec4 textureLodOffset(f16sampler3D,f16vec3,float16_t,ivec3); Step #5: int sparseTextureLodOffsetARB(f16sampler3D,f16vec3,float16_t,ivec3,out f16vec4); Step #5: f16vec4 textureProj(f16sampler3D,vec4); Step #5: f16vec4 textureProj(f16sampler3D,f16vec4); Step #5: f16vec4 textureProjGrad(f16sampler3D,vec4,vec3,vec3); Step #5: f16vec4 textureProjGrad(f16sampler3D,f16vec4,f16vec3,f16vec3); Step #5: f16vec4 texelProjFetch(f16sampler3D,ivec4,int); Step #5: f16vec4 texelProjFetch(f16sampler3D,ivec4,int); Step #5: f16vec4 texelProjGradFetch(f16sampler3D,ivec4,int,vec3,vec3); Step #5: f16vec4 texelProjGradFetch(f16sampler3D,ivec4,int,f16vec3,f16vec3); Step #5: f16vec4 textureProjOffset(f16sampler3D,vec4,ivec3); Step #5: f16vec4 textureProjOffset(f16sampler3D,f16vec4,ivec3); Step #5: f16vec4 textureProjGradOffset(f16sampler3D,vec4,vec3,vec3,ivec3); Step #5: f16vec4 textureProjGradOffset(f16sampler3D,f16vec4,f16vec3,f16vec3,ivec3); Step #5: f16vec4 texelProjFetchOffset(f16sampler3D,ivec4,int,ivec3); Step #5: f16vec4 texelProjFetchOffset(f16sampler3D,ivec4,int,ivec3); Step #5: f16vec4 textureProjLod(f16sampler3D,vec4,float); Step #5: f16vec4 textureProjLod(f16sampler3D,f16vec4,float16_t); Step #5: f16vec4 textureProjLodOffset(f16sampler3D,vec4,float,ivec3); Step #5: f16vec4 textureProjLodOffset(f16sampler3D,f16vec4,float16_t,ivec3); Step #5: f16vec4 texelFetch(f16texture3D,ivec3,int); Step #5: int sparseTexelFetchARB(f16texture3D,ivec3,int,out f16vec4); Step #5: f16vec4 texelFetch(f16texture3D,ivec3,int); Step #5: int sparseTexelFetchARB(f16texture3D,ivec3,int,out f16vec4); Step #5: f16vec4 texelFetchOffset(f16texture3D,ivec3,int,ivec3); Step #5: int sparseTexelFetchOffsetARB(f16texture3D,ivec3,int,ivec3,out f16vec4); Step #5: f16vec4 texelFetchOffset(f16texture3D,ivec3,int,ivec3); Step #5: int sparseTexelFetchOffsetARB(f16texture3D,ivec3,int,ivec3,out f16vec4); Step #5: ivec3 textureSize(f16texture3D,int); Step #5: int textureQueryLevels(f16texture3D); Step #5: ivec2 textureSize(samplerCube,int); Step #5: int textureQueryLevels(samplerCube); Step #5: vec4 texture(samplerCube,vec3); Step #5: int sparseTextureARB(samplerCube,vec3,out vec4); Step #5: vec4 textureGrad(samplerCube,vec3,vec3,vec3); Step #5: int sparseTextureGradARB(samplerCube,vec3,vec3,vec3,out vec4); Step #5: vec4 textureGradClampARB(samplerCube,vec3,vec3,vec3,float); Step #5: int sparseTextureGradClampARB(samplerCube,vec3,vec3,vec3,float,out vec4); Step #5: vec4 textureLod(samplerCube,vec3,float); Step #5: int sparseTextureLodARB(samplerCube,vec3,float,out vec4); Step #5: vec4 textureGather(samplerCube,vec3); Step #5: int sparseTextureGatherARB(samplerCube,vec3,out vec4 ); Step #5: vec4 textureGather(samplerCube,vec3,int); Step #5: int sparseTextureGatherARB(samplerCube,vec3,out vec4 ,int); Step #5: vec4 textureGatherLodAMD(samplerCube,vec3,float); Step #5: int sparseTextureGatherLodAMD(samplerCube,vec3,float,out vec4 ); Step #5: vec4 textureGatherLodAMD(samplerCube,vec3,float,int); Step #5: int sparseTextureGatherLodAMD(samplerCube,vec3,float,out vec4 ,int); Step #5: ivec2 textureSize(textureCube,int); Step #5: int textureQueryLevels(textureCube); Step #5: ivec2 textureSize(isamplerCube,int); Step #5: int textureQueryLevels(isamplerCube); Step #5: ivec4 texture(isamplerCube,vec3); Step #5: int sparseTextureARB(isamplerCube,vec3,out ivec4); Step #5: ivec4 textureGrad(isamplerCube,vec3,vec3,vec3); Step #5: int sparseTextureGradARB(isamplerCube,vec3,vec3,vec3,out ivec4); Step #5: ivec4 textureGradClampARB(isamplerCube,vec3,vec3,vec3,float); Step #5: int sparseTextureGradClampARB(isamplerCube,vec3,vec3,vec3,float,out ivec4); Step #5: ivec4 textureLod(isamplerCube,vec3,float); Step #5: int sparseTextureLodARB(isamplerCube,vec3,float,out ivec4); Step #5: ivec4 textureGather(isamplerCube,vec3); Step #5: int sparseTextureGatherARB(isamplerCube,vec3,out ivec4 ); Step #5: ivec4 textureGather(isamplerCube,vec3,int); Step #5: int sparseTextureGatherARB(isamplerCube,vec3,out ivec4 ,int); Step #5: ivec4 textureGatherLodAMD(isamplerCube,vec3,float); Step #5: int sparseTextureGatherLodAMD(isamplerCube,vec3,float,out ivec4 ); Step #5: ivec4 textureGatherLodAMD(isamplerCube,vec3,float,int); Step #5: int sparseTextureGatherLodAMD(isamplerCube,vec3,float,out ivec4 ,int); Step #5: ivec2 textureSize(itextureCube,int); Step #5: int textureQueryLevels(itextureCube); Step #5: ivec2 textureSize(usamplerCube,int); Step #5: int textureQueryLevels(usamplerCube); Step #5: uvec4 texture(usamplerCube,vec3); Step #5: int sparseTextureARB(usamplerCube,vec3,out uvec4); Step #5: uvec4 textureGrad(usamplerCube,vec3,vec3,vec3); Step #5: int sparseTextureGradARB(usamplerCube,vec3,vec3,vec3,out uvec4); Step #5: uvec4 textureGradClampARB(usamplerCube,vec3,vec3,vec3,float); Step #5: int sparseTextureGradClampARB(usamplerCube,vec3,vec3,vec3,float,out uvec4); Step #5: uvec4 textureLod(usamplerCube,vec3,float); Step #5: int sparseTextureLodARB(usamplerCube,vec3,float,out uvec4); Step #5: uvec4 textureGather(usamplerCube,vec3); Step #5: int sparseTextureGatherARB(usamplerCube,vec3,out uvec4 ); Step #5: uvec4 textureGather(usamplerCube,vec3,int); Step #5: int sparseTextureGatherARB(usamplerCube,vec3,out uvec4 ,int); Step #5: uvec4 textureGatherLodAMD(usamplerCube,vec3,float); Step #5: int sparseTextureGatherLodAMD(usamplerCube,vec3,float,out uvec4 ); Step #5: uvec4 textureGatherLodAMD(usamplerCube,vec3,float,int); Step #5: int sparseTextureGatherLodAMD(usamplerCube,vec3,float,out uvec4 ,int); Step #5: ivec2 textureSize(utextureCube,int); Step #5: int textureQueryLevels(utextureCube); Step #5: ivec2 textureSize(f16samplerCube,int); Step #5: int textureQueryLevels(f16samplerCube); Step #5: f16vec4 texture(f16samplerCube,vec3); Step #5: int sparseTextureARB(f16samplerCube,vec3,out f16vec4); Step #5: f16vec4 texture(f16samplerCube,f16vec3); Step #5: int sparseTextureARB(f16samplerCube,f16vec3,out f16vec4); Step #5: f16vec4 textureGrad(f16samplerCube,vec3,vec3,vec3); Step #5: int sparseTextureGradARB(f16samplerCube,vec3,vec3,vec3,out f16vec4); Step #5: f16vec4 textureGradClampARB(f16samplerCube,vec3,vec3,vec3,float); Step #5: int sparseTextureGradClampARB(f16samplerCube,vec3,vec3,vec3,float,out f16vec4); Step #5: f16vec4 textureGrad(f16samplerCube,f16vec3,f16vec3,f16vec3); Step #5: int sparseTextureGradARB(f16samplerCube,f16vec3,f16vec3,f16vec3,out f16vec4); Step #5: f16vec4 textureGradClampARB(f16samplerCube,f16vec3,f16vec3,f16vec3,float16_t); Step #5: int sparseTextureGradClampARB(f16samplerCube,f16vec3,f16vec3,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureLod(f16samplerCube,vec3,float); Step #5: int sparseTextureLodARB(f16samplerCube,vec3,float,out f16vec4); Step #5: f16vec4 textureLod(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureLodARB(f16samplerCube,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureGather(f16samplerCube,vec3); Step #5: int sparseTextureGatherARB(f16samplerCube,vec3,out f16vec4 ); Step #5: f16vec4 textureGather(f16samplerCube,vec3,int); Step #5: int sparseTextureGatherARB(f16samplerCube,vec3,out f16vec4 ,int); Step #5: f16vec4 textureGather(f16samplerCube,f16vec3); Step #5: int sparseTextureGatherARB(f16samplerCube,f16vec3,out f16vec4 ); Step #5: f16vec4 textureGather(f16samplerCube,f16vec3,int); Step #5: int sparseTextureGatherARB(f16samplerCube,f16vec3,out f16vec4 ,int); Step #5: f16vec4 textureGatherLodAMD(f16samplerCube,vec3,float); Step #5: int sparseTextureGatherLodAMD(f16samplerCube,vec3,float,out f16vec4 ); Step #5: f16vec4 textureGatherLodAMD(f16samplerCube,vec3,float,int); Step #5: int sparseTextureGatherLodAMD(f16samplerCube,vec3,float,out f16vec4 ,int); Step #5: f16vec4 textureGatherLodAMD(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureGatherLodAMD(f16samplerCube,f16vec3,float16_t,out f16vec4 ); Step #5: f16vec4 textureGatherLodAMD(f16samplerCube,f16vec3,float16_t,int); Step #5: int sparseTextureGatherLodAMD(f16samplerCube,f16vec3,float16_t,out f16vec4 ,int); Step #5: ivec2 textureSize(f16textureCube,int); Step #5: int textureQueryLevels(f16textureCube); Step #5: ivec2 textureSize(sampler2DRect); Step #5: vec4 texture(sampler2DRect,vec2); Step #5: int sparseTextureARB(sampler2DRect,vec2,out vec4); Step #5: vec4 textureGrad(sampler2DRect,vec2,vec2,vec2); Step #5: int sparseTextureGradARB(sampler2DRect,vec2,vec2,vec2,out vec4); Step #5: vec4 textureGradClampARB(sampler2DRect,vec2,vec2,vec2,float); Step #5: int sparseTextureGradClampARB(sampler2DRect,vec2,vec2,vec2,float,out vec4); Step #5: vec4 texelFetch(sampler2DRect,ivec2); Step #5: int sparseTexelFetchARB(sampler2DRect,ivec2,out vec4); Step #5: vec4 texelGradFetch(sampler2DRect,ivec2,vec2,vec2); Step #5: int sparseTexelGradFetchARB(sampler2DRect,ivec2,vec2,vec2,out vec4); Step #5: vec4 textureOffset(sampler2DRect,vec2,ivec2); Step #5: int sparseTextureOffsetARB(sampler2DRect,vec2,ivec2,out vec4); Step #5: vec4 textureGradOffset(sampler2DRect,vec2,vec2,vec2,ivec2); Step #5: int sparseTextureGradOffsetARB(sampler2DRect,vec2,vec2,vec2,ivec2,out vec4); Step #5: vec4 textureGradOffsetClampARB(sampler2DRect,vec2,vec2,vec2,ivec2,float); Step #5: int sparseTextureGradOffsetClampARB(sampler2DRect,vec2,vec2,vec2,ivec2,float,out vec4); Step #5: vec4 texelFetchOffset(sampler2DRect,ivec2,ivec2); Step #5: int sparseTexelFetchOffsetARB(sampler2DRect,ivec2,ivec2,out vec4); Step #5: vec4 texelGradFetchOffset(sampler2DRect,ivec2,vec2,vec2,ivec2); Step #5: int sparseTexelGradFetchOffsetARB(sampler2DRect,ivec2,vec2,vec2,ivec2,out vec4); 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: int sparseTextureGatherARB(sampler2DRect,vec2,out vec4 ); Step #5: vec4 textureGather(sampler2DRect,vec2,int); Step #5: int sparseTextureGatherARB(sampler2DRect,vec2,out vec4 ,int); Step #5: vec4 textureGatherOffset(sampler2DRect,vec2,ivec2); Step #5: int sparseTextureGatherOffsetARB(sampler2DRect,vec2,ivec2,out vec4 ); Step #5: vec4 textureGatherOffset(sampler2DRect,vec2,ivec2,int); Step #5: int sparseTextureGatherOffsetARB(sampler2DRect,vec2,ivec2,out vec4 ,int); Step #5: vec4 textureGatherOffsets(sampler2DRect,vec2,ivec2[4]); Step #5: int sparseTextureGatherOffsetsARB(sampler2DRect,vec2,ivec2[4],out vec4 ); Step #5: vec4 textureGatherOffsets(sampler2DRect,vec2,ivec2[4],int); Step #5: int sparseTextureGatherOffsetsARB(sampler2DRect,vec2,ivec2[4],out vec4 ,int); Step #5: vec4 texelFetch(texture2DRect,ivec2); Step #5: int sparseTexelFetchARB(texture2DRect,ivec2,out vec4); Step #5: vec4 texelFetchOffset(texture2DRect,ivec2,ivec2); Step #5: int sparseTexelFetchOffsetARB(texture2DRect,ivec2,ivec2,out vec4); Step #5: ivec2 textureSize(texture2DRect); Step #5: ivec2 textureSize(isampler2DRect); Step #5: ivec4 texture(isampler2DRect,vec2); Step #5: int sparseTextureARB(isampler2DRect,vec2,out ivec4); Step #5: ivec4 textureGrad(isampler2DRect,vec2,vec2,vec2); Step #5: int sparseTextureGradARB(isampler2DRect,vec2,vec2,vec2,out ivec4); Step #5: ivec4 textureGradClampARB(isampler2DRect,vec2,vec2,vec2,float); Step #5: int sparseTextureGradClampARB(isampler2DRect,vec2,vec2,vec2,float,out ivec4); Step #5: ivec4 texelFetch(isampler2DRect,ivec2); Step #5: int sparseTexelFetchARB(isampler2DRect,ivec2,out ivec4); Step #5: ivec4 texelGradFetch(isampler2DRect,ivec2,vec2,vec2); Step #5: int sparseTexelGradFetchARB(isampler2DRect,ivec2,vec2,vec2,out ivec4); Step #5: ivec4 textureOffset(isampler2DRect,vec2,ivec2); Step #5: int sparseTextureOffsetARB(isampler2DRect,vec2,ivec2,out ivec4); Step #5: ivec4 textureGradOffset(isampler2DRect,vec2,vec2,vec2,ivec2); Step #5: int sparseTextureGradOffsetARB(isampler2DRect,vec2,vec2,vec2,ivec2,out ivec4); Step #5: ivec4 textureGradOffsetClampARB(isampler2DRect,vec2,vec2,vec2,ivec2,float); Step #5: int sparseTextureGradOffsetClampARB(isampler2DRect,vec2,vec2,vec2,ivec2,float,out ivec4); Step #5: ivec4 texelFetchOffset(isampler2DRect,ivec2,ivec2); Step #5: int sparseTexelFetchOffsetARB(isampler2DRect,ivec2,ivec2,out ivec4); Step #5: ivec4 texelGradFetchOffset(isampler2DRect,ivec2,vec2,vec2,ivec2); Step #5: int sparseTexelGradFetchOffsetARB(isampler2DRect,ivec2,vec2,vec2,ivec2,out ivec4); 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: int sparseTextureGatherARB(isampler2DRect,vec2,out ivec4 ); Step #5: ivec4 textureGather(isampler2DRect,vec2,int); Step #5: int sparseTextureGatherARB(isampler2DRect,vec2,out ivec4 ,int); Step #5: ivec4 textureGatherOffset(isampler2DRect,vec2,ivec2); Step #5: int sparseTextureGatherOffsetARB(isampler2DRect,vec2,ivec2,out ivec4 ); Step #5: ivec4 textureGatherOffset(isampler2DRect,vec2,ivec2,int); Step #5: int sparseTextureGatherOffsetARB(isampler2DRect,vec2,ivec2,out ivec4 ,int); Step #5: ivec4 textureGatherOffsets(isampler2DRect,vec2,ivec2[4]); Step #5: int sparseTextureGatherOffsetsARB(isampler2DRect,vec2,ivec2[4],out ivec4 ); Step #5: ivec4 textureGatherOffsets(isampler2DRect,vec2,ivec2[4],int); Step #5: int sparseTextureGatherOffsetsARB(isampler2DRect,vec2,ivec2[4],out ivec4 ,int); Step #5: ivec4 texelFetch(itexture2DRect,ivec2); Step #5: int sparseTexelFetchARB(itexture2DRect,ivec2,out ivec4); Step #5: ivec4 texelFetchOffset(itexture2DRect,ivec2,ivec2); Step #5: int sparseTexelFetchOffsetARB(itexture2DRect,ivec2,ivec2,out ivec4); Step #5: ivec2 textureSize(itexture2DRect); Step #5: ivec2 textureSize(usampler2DRect); Step #5: uvec4 texture(usampler2DRect,vec2); Step #5: int sparseTextureARB(usampler2DRect,vec2,out uvec4); Step #5: uvec4 textureGrad(usampler2DRect,vec2,vec2,vec2); Step #5: int sparseTextureGradARB(usampler2DRect,vec2,vec2,vec2,out uvec4); Step #5: uvec4 textureGradClampARB(usampler2DRect,vec2,vec2,vec2,float); Step #5: int sparseTextureGradClampARB(usampler2DRect,vec2,vec2,vec2,float,out uvec4); Step #5: uvec4 texelFetch(usampler2DRect,ivec2); Step #5: int sparseTexelFetchARB(usampler2DRect,ivec2,out uvec4); Step #5: uvec4 texelGradFetch(usampler2DRect,ivec2,vec2,vec2); Step #5: int sparseTexelGradFetchARB(usampler2DRect,ivec2,vec2,vec2,out uvec4); Step #5: uvec4 textureOffset(usampler2DRect,vec2,ivec2); Step #5: int sparseTextureOffsetARB(usampler2DRect,vec2,ivec2,out uvec4); Step #5: uvec4 textureGradOffset(usampler2DRect,vec2,vec2,vec2,ivec2); Step #5: int sparseTextureGradOffsetARB(usampler2DRect,vec2,vec2,vec2,ivec2,out uvec4); Step #5: uvec4 textureGradOffsetClampARB(usampler2DRect,vec2,vec2,vec2,ivec2,float); Step #5: int sparseTextureGradOffsetClampARB(usampler2DRect,vec2,vec2,vec2,ivec2,float,out uvec4); Step #5: uvec4 texelFetchOffset(usampler2DRect,ivec2,ivec2); Step #5: int sparseTexelFetchOffsetARB(usampler2DRect,ivec2,ivec2,out uvec4); Step #5: uvec4 texelGradFetchOffset(usampler2DRect,ivec2,vec2,vec2,ivec2); Step #5: int sparseTexelGradFetchOffsetARB(usampler2DRect,ivec2,vec2,vec2,ivec2,out uvec4); 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: int sparseTextureGatherARB(usampler2DRect,vec2,out uvec4 ); Step #5: uvec4 textureGather(usampler2DRect,vec2,int); Step #5: int sparseTextureGatherARB(usampler2DRect,vec2,out uvec4 ,int); Step #5: uvec4 textureGatherOffset(usampler2DRect,vec2,ivec2); Step #5: int sparseTextureGatherOffsetARB(usampler2DRect,vec2,ivec2,out uvec4 ); Step #5: uvec4 textureGatherOffset(usampler2DRect,vec2,ivec2,int); Step #5: int sparseTextureGatherOffsetARB(usampler2DRect,vec2,ivec2,out uvec4 ,int); Step #5: uvec4 textureGatherOffsets(usampler2DRect,vec2,ivec2[4]); Step #5: int sparseTextureGatherOffsetsARB(usampler2DRect,vec2,ivec2[4],out uvec4 ); Step #5: uvec4 textureGatherOffsets(usampler2DRect,vec2,ivec2[4],int); Step #5: int sparseTextureGatherOffsetsARB(usampler2DRect,vec2,ivec2[4],out uvec4 ,int); Step #5: uvec4 texelFetch(utexture2DRect,ivec2); Step #5: int sparseTexelFetchARB(utexture2DRect,ivec2,out uvec4); Step #5: uvec4 texelFetchOffset(utexture2DRect,ivec2,ivec2); Step #5: int sparseTexelFetchOffsetARB(utexture2DRect,ivec2,ivec2,out uvec4); Step #5: ivec2 textureSize(utexture2DRect); Step #5: ivec2 textureSize(f16sampler2DRect); Step #5: f16vec4 texture(f16sampler2DRect,vec2); Step #5: int sparseTextureARB(f16sampler2DRect,vec2,out f16vec4); Step #5: f16vec4 texture(f16sampler2DRect,f16vec2); Step #5: int sparseTextureARB(f16sampler2DRect,f16vec2,out f16vec4); Step #5: f16vec4 textureGrad(f16sampler2DRect,vec2,vec2,vec2); Step #5: int sparseTextureGradARB(f16sampler2DRect,vec2,vec2,vec2,out f16vec4); Step #5: f16vec4 textureGradClampARB(f16sampler2DRect,vec2,vec2,vec2,float); Step #5: int sparseTextureGradClampARB(f16sampler2DRect,vec2,vec2,vec2,float,out f16vec4); Step #5: f16vec4 textureGrad(f16sampler2DRect,f16vec2,f16vec2,f16vec2); Step #5: int sparseTextureGradARB(f16sampler2DRect,f16vec2,f16vec2,f16vec2,out f16vec4); Step #5: f16vec4 textureGradClampARB(f16sampler2DRect,f16vec2,f16vec2,f16vec2,float16_t); Step #5: int sparseTextureGradClampARB(f16sampler2DRect,f16vec2,f16vec2,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 texelFetch(f16sampler2DRect,ivec2); Step #5: int sparseTexelFetchARB(f16sampler2DRect,ivec2,out f16vec4); Step #5: f16vec4 texelFetch(f16sampler2DRect,ivec2); Step #5: int sparseTexelFetchARB(f16sampler2DRect,ivec2,out f16vec4); Step #5: f16vec4 texelGradFetch(f16sampler2DRect,ivec2,vec2,vec2); Step #5: int sparseTexelGradFetchARB(f16sampler2DRect,ivec2,vec2,vec2,out f16vec4); Step #5: f16vec4 texelGradFetch(f16sampler2DRect,ivec2,f16vec2,f16vec2); Step #5: int sparseTexelGradFetchARB(f16sampler2DRect,ivec2,f16vec2,f16vec2,out f16vec4); Step #5: f16vec4 textureOffset(f16sampler2DRect,vec2,ivec2); Step #5: int sparseTextureOffsetARB(f16sampler2DRect,vec2,ivec2,out f16vec4); Step #5: f16vec4 textureOffset(f16sampler2DRect,f16vec2,ivec2); Step #5: int sparseTextureOffsetARB(f16sampler2DRect,f16vec2,ivec2,out f16vec4); Step #5: f16vec4 textureGradOffset(f16sampler2DRect,vec2,vec2,vec2,ivec2); Step #5: int sparseTextureGradOffsetARB(f16sampler2DRect,vec2,vec2,vec2,ivec2,out f16vec4); Step #5: f16vec4 textureGradOffsetClampARB(f16sampler2DRect,vec2,vec2,vec2,ivec2,float); Step #5: int sparseTextureGradOffsetClampARB(f16sampler2DRect,vec2,vec2,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureGradOffset(f16sampler2DRect,f16vec2,f16vec2,f16vec2,ivec2); Step #5: int sparseTextureGradOffsetARB(f16sampler2DRect,f16vec2,f16vec2,f16vec2,ivec2,out f16vec4); Step #5: f16vec4 textureGradOffsetClampARB(f16sampler2DRect,f16vec2,f16vec2,f16vec2,ivec2,float16_t); Step #5: int sparseTextureGradOffsetClampARB(f16sampler2DRect,f16vec2,f16vec2,f16vec2,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texelFetchOffset(f16sampler2DRect,ivec2,ivec2); Step #5: int sparseTexelFetchOffsetARB(f16sampler2DRect,ivec2,ivec2,out f16vec4); Step #5: f16vec4 texelFetchOffset(f16sampler2DRect,ivec2,ivec2); Step #5: int sparseTexelFetchOffsetARB(f16sampler2DRect,ivec2,ivec2,out f16vec4); Step #5: f16vec4 texelGradFetchOffset(f16sampler2DRect,ivec2,vec2,vec2,ivec2); Step #5: int sparseTexelGradFetchOffsetARB(f16sampler2DRect,ivec2,vec2,vec2,ivec2,out f16vec4); Step #5: f16vec4 texelGradFetchOffset(f16sampler2DRect,ivec2,f16vec2,f16vec2,ivec2); Step #5: int sparseTexelGradFetchOffsetARB(f16sampler2DRect,ivec2,f16vec2,f16vec2,ivec2,out f16vec4); Step #5: f16vec4 textureProj(f16sampler2DRect,vec3); Step #5: f16vec4 textureProj(f16sampler2DRect,f16vec3); Step #5: f16vec4 textureProj(f16sampler2DRect,vec4); Step #5: f16vec4 textureProj(f16sampler2DRect,f16vec4); Step #5: f16vec4 textureProjGrad(f16sampler2DRect,vec3,vec2,vec2); Step #5: f16vec4 textureProjGrad(f16sampler2DRect,f16vec3,f16vec2,f16vec2); Step #5: f16vec4 textureProjGrad(f16sampler2DRect,vec4,vec2,vec2); Step #5: f16vec4 textureProjGrad(f16sampler2DRect,f16vec4,f16vec2,f16vec2); Step #5: f16vec4 texelProjFetch(f16sampler2DRect,ivec3); Step #5: f16vec4 texelProjFetch(f16sampler2DRect,ivec3); Step #5: f16vec4 texelProjFetch(f16sampler2DRect,vec4); Step #5: f16vec4 texelProjFetch(f16sampler2DRect,f16vec4); Step #5: f16vec4 texelProjGradFetch(f16sampler2DRect,ivec3,vec2,vec2); Step #5: f16vec4 texelProjGradFetch(f16sampler2DRect,ivec3,f16vec2,f16vec2); Step #5: f16vec4 texelProjGradFetch(f16sampler2DRect,vec4,vec2,vec2); Step #5: f16vec4 texelProjGradFetch(f16sampler2DRect,f16vec4,f16vec2,f16vec2); Step #5: f16vec4 textureProjOffset(f16sampler2DRect,vec3,ivec2); Step #5: f16vec4 textureProjOffset(f16sampler2DRect,f16vec3,ivec2); Step #5: f16vec4 textureProjOffset(f16sampler2DRect,vec4,ivec2); Step #5: f16vec4 textureProjOffset(f16sampler2DRect,f16vec4,ivec2); Step #5: f16vec4 textureProjGradOffset(f16sampler2DRect,vec3,vec2,vec2,ivec2); Step #5: f16vec4 textureProjGradOffset(f16sampler2DRect,f16vec3,f16vec2,f16vec2,ivec2); Step #5: f16vec4 textureProjGradOffset(f16sampler2DRect,vec4,vec2,vec2,ivec2); Step #5: f16vec4 textureProjGradOffset(f16sampler2DRect,f16vec4,f16vec2,f16vec2,ivec2); Step #5: f16vec4 texelProjFetchOffset(f16sampler2DRect,ivec3,ivec2); Step #5: f16vec4 texelProjFetchOffset(f16sampler2DRect,ivec3,ivec2); Step #5: f16vec4 texelProjFetchOffset(f16sampler2DRect,vec4,ivec2); Step #5: f16vec4 texelProjFetchOffset(f16sampler2DRect,f16vec4,ivec2); Step #5: f16vec4 textureGather(f16sampler2DRect,vec2); Step #5: int sparseTextureGatherARB(f16sampler2DRect,vec2,out f16vec4 ); Step #5: f16vec4 textureGather(f16sampler2DRect,vec2,int); Step #5: int sparseTextureGatherARB(f16sampler2DRect,vec2,out f16vec4 ,int); Step #5: f16vec4 textureGatherOffset(f16sampler2DRect,vec2,ivec2); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DRect,vec2,ivec2,out f16vec4 ); Step #5: f16vec4 textureGatherOffset(f16sampler2DRect,vec2,ivec2,int); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DRect,vec2,ivec2,out f16vec4 ,int); Step #5: f16vec4 textureGatherOffsets(f16sampler2DRect,vec2,ivec2[4]); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DRect,vec2,ivec2[4],out f16vec4 ); Step #5: f16vec4 textureGatherOffsets(f16sampler2DRect,vec2,ivec2[4],int); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DRect,vec2,ivec2[4],out f16vec4 ,int); Step #5: f16vec4 textureGather(f16sampler2DRect,f16vec2); Step #5: int sparseTextureGatherARB(f16sampler2DRect,f16vec2,out f16vec4 ); Step #5: f16vec4 textureGather(f16sampler2DRect,f16vec2,int); Step #5: int sparseTextureGatherARB(f16sampler2DRect,f16vec2,out f16vec4 ,int); Step #5: f16vec4 textureGatherOffset(f16sampler2DRect,f16vec2,ivec2); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DRect,f16vec2,ivec2,out f16vec4 ); Step #5: f16vec4 textureGatherOffset(f16sampler2DRect,f16vec2,ivec2,int); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DRect,f16vec2,ivec2,out f16vec4 ,int); Step #5: f16vec4 textureGatherOffsets(f16sampler2DRect,f16vec2,ivec2[4]); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DRect,f16vec2,ivec2[4],out f16vec4 ); Step #5: f16vec4 textureGatherOffsets(f16sampler2DRect,f16vec2,ivec2[4],int); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DRect,f16vec2,ivec2[4],out f16vec4 ,int); Step #5: f16vec4 texelFetch(f16texture2DRect,ivec2); Step #5: int sparseTexelFetchARB(f16texture2DRect,ivec2,out f16vec4); Step #5: f16vec4 texelFetch(f16texture2DRect,ivec2); Step #5: int sparseTexelFetchARB(f16texture2DRect,ivec2,out f16vec4); Step #5: f16vec4 texelFetchOffset(f16texture2DRect,ivec2,ivec2); Step #5: int sparseTexelFetchOffsetARB(f16texture2DRect,ivec2,ivec2,out f16vec4); Step #5: f16vec4 texelFetchOffset(f16texture2DRect,ivec2,ivec2); Step #5: int sparseTexelFetchOffsetARB(f16texture2DRect,ivec2,ivec2,out f16vec4); Step #5: ivec2 textureSize(f16texture2DRect); Step #5: int textureSize(samplerBuffer); Step #5: vec4 texelFetch(samplerBuffer,int); Step #5: vec4 texelFetch(textureBuffer,int); Step #5: int textureSize(textureBuffer); Step #5: int textureSize(isamplerBuffer); Step #5: ivec4 texelFetch(isamplerBuffer,int); Step #5: ivec4 texelFetch(itextureBuffer,int); Step #5: int textureSize(itextureBuffer); Step #5: int textureSize(usamplerBuffer); Step #5: uvec4 texelFetch(usamplerBuffer,int); Step #5: uvec4 texelFetch(utextureBuffer,int); Step #5: int textureSize(utextureBuffer); Step #5: int textureSize(f16samplerBuffer); Step #5: f16vec4 texelFetch(f16samplerBuffer,int); Step #5: f16vec4 texelFetch(f16samplerBuffer,int); Step #5: f16vec4 texelFetch(f16textureBuffer,int); Step #5: f16vec4 texelFetch(f16textureBuffer,int); Step #5: int textureSize(f16textureBuffer); Step #5: ivec2 textureSize(sampler1DArray,int); Step #5: int textureQueryLevels(sampler1DArray); Step #5: vec4 texture(sampler1DArray,vec2); Step #5: vec4 textureGrad(sampler1DArray,vec2,float,float); Step #5: vec4 textureGradClampARB(sampler1DArray,vec2,float,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 textureGradOffsetClampARB(sampler1DArray,vec2,float,float,int,float); 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: vec4 texelFetch(texture1DArray,ivec2,int); Step #5: vec4 texelFetchOffset(texture1DArray,ivec2,int,int); Step #5: ivec2 textureSize(texture1DArray,int); Step #5: int textureQueryLevels(texture1DArray); Step #5: ivec2 textureSize(isampler1DArray,int); Step #5: int textureQueryLevels(isampler1DArray); Step #5: ivec4 texture(isampler1DArray,vec2); Step #5: ivec4 textureGrad(isampler1DArray,vec2,float,float); Step #5: ivec4 textureGradClampARB(isampler1DArray,vec2,float,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 textureGradOffsetClampARB(isampler1DArray,vec2,float,float,int,float); 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: ivec4 texelFetch(itexture1DArray,ivec2,int); Step #5: ivec4 texelFetchOffset(itexture1DArray,ivec2,int,int); Step #5: ivec2 textureSize(itexture1DArray,int); Step #5: int textureQueryLevels(itexture1DArray); Step #5: ivec2 textureSize(usampler1DArray,int); Step #5: int textureQueryLevels(usampler1DArray); Step #5: uvec4 texture(usampler1DArray,vec2); Step #5: uvec4 textureGrad(usampler1DArray,vec2,float,float); Step #5: uvec4 textureGradClampARB(usampler1DArray,vec2,float,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 textureGradOffsetClampARB(usampler1DArray,vec2,float,float,int,float); 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: uvec4 texelFetch(utexture1DArray,ivec2,int); Step #5: uvec4 texelFetchOffset(utexture1DArray,ivec2,int,int); Step #5: ivec2 textureSize(utexture1DArray,int); Step #5: int textureQueryLevels(utexture1DArray); Step #5: ivec2 textureSize(f16sampler1DArray,int); Step #5: int textureQueryLevels(f16sampler1DArray); Step #5: f16vec4 texture(f16sampler1DArray,vec2); Step #5: f16vec4 texture(f16sampler1DArray,f16vec2); Step #5: f16vec4 textureGrad(f16sampler1DArray,vec2,float,float); Step #5: f16vec4 textureGradClampARB(f16sampler1DArray,vec2,float,float,float); Step #5: f16vec4 textureGrad(f16sampler1DArray,f16vec2,float16_t,float16_t); Step #5: f16vec4 textureGradClampARB(f16sampler1DArray,f16vec2,float16_t,float16_t,float16_t); Step #5: f16vec4 texelFetch(f16sampler1DArray,ivec2,int); Step #5: f16vec4 texelFetch(f16sampler1DArray,ivec2,int); Step #5: f16vec4 texelGradFetch(f16sampler1DArray,ivec2,int,float,float); Step #5: f16vec4 texelGradFetch(f16sampler1DArray,ivec2,int,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1DArray,vec2,int); Step #5: f16vec4 textureOffset(f16sampler1DArray,f16vec2,int); Step #5: f16vec4 textureGradOffset(f16sampler1DArray,vec2,float,float,int); Step #5: f16vec4 textureGradOffsetClampARB(f16sampler1DArray,vec2,float,float,int,float); Step #5: f16vec4 textureGradOffset(f16sampler1DArray,f16vec2,float16_t,float16_t,int); Step #5: f16vec4 textureGradOffsetClampARB(f16sampler1DArray,f16vec2,float16_t,float16_t,int,float16_t); Step #5: f16vec4 texelFetchOffset(f16sampler1DArray,ivec2,int,int); Step #5: f16vec4 texelFetchOffset(f16sampler1DArray,ivec2,int,int); Step #5: f16vec4 texelGradFetchOffset(f16sampler1DArray,ivec2,int,float,float,int); Step #5: f16vec4 texelGradFetchOffset(f16sampler1DArray,ivec2,int,float16_t,float16_t,int); Step #5: f16vec4 textureLod(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureLod(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureLodOffset(f16sampler1DArray,vec2,float,int); Step #5: f16vec4 textureLodOffset(f16sampler1DArray,f16vec2,float16_t,int); Step #5: f16vec4 texelFetch(f16texture1DArray,ivec2,int); Step #5: f16vec4 texelFetch(f16texture1DArray,ivec2,int); Step #5: f16vec4 texelFetchOffset(f16texture1DArray,ivec2,int,int); Step #5: f16vec4 texelFetchOffset(f16texture1DArray,ivec2,int,int); Step #5: ivec2 textureSize(f16texture1DArray,int); Step #5: int textureQueryLevels(f16texture1DArray); Step #5: ivec3 textureSize(sampler2DArray,int); Step #5: int textureQueryLevels(sampler2DArray); Step #5: vec4 texture(sampler2DArray,vec3); Step #5: int sparseTextureARB(sampler2DArray,vec3,out vec4); Step #5: vec4 textureGrad(sampler2DArray,vec3,vec2,vec2); Step #5: int sparseTextureGradARB(sampler2DArray,vec3,vec2,vec2,out vec4); Step #5: vec4 textureGradClampARB(sampler2DArray,vec3,vec2,vec2,float); Step #5: int sparseTextureGradClampARB(sampler2DArray,vec3,vec2,vec2,float,out vec4); Step #5: vec4 texelFetch(sampler2DArray,ivec3,int); Step #5: int sparseTexelFetchARB(sampler2DArray,ivec3,int,out vec4); Step #5: vec4 texelGradFetch(sampler2DArray,ivec3,int,vec2,vec2); Step #5: int sparseTexelGradFetchARB(sampler2DArray,ivec3,int,vec2,vec2,out vec4); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2); Step #5: int sparseTextureOffsetARB(sampler2DArray,vec3,ivec2,out vec4); Step #5: vec4 textureGradOffset(sampler2DArray,vec3,vec2,vec2,ivec2); Step #5: int sparseTextureGradOffsetARB(sampler2DArray,vec3,vec2,vec2,ivec2,out vec4); Step #5: vec4 textureGradOffsetClampARB(sampler2DArray,vec3,vec2,vec2,ivec2,float); Step #5: int sparseTextureGradOffsetClampARB(sampler2DArray,vec3,vec2,vec2,ivec2,float,out vec4); Step #5: vec4 texelFetchOffset(sampler2DArray,ivec3,int,ivec2); Step #5: int sparseTexelFetchOffsetARB(sampler2DArray,ivec3,int,ivec2,out vec4); Step #5: vec4 texelGradFetchOffset(sampler2DArray,ivec3,int,vec2,vec2,ivec2); Step #5: int sparseTexelGradFetchOffsetARB(sampler2DArray,ivec3,int,vec2,vec2,ivec2,out vec4); Step #5: vec4 textureLod(sampler2DArray,vec3,float); Step #5: int sparseTextureLodARB(sampler2DArray,vec3,float,out vec4); Step #5: vec4 textureLodOffset(sampler2DArray,vec3,float,ivec2); Step #5: int sparseTextureLodOffsetARB(sampler2DArray,vec3,float,ivec2,out vec4); Step #5: vec4 textureGather(sampler2DArray,vec3); Step #5: int sparseTextureGatherARB(sampler2DArray,vec3,out vec4 ); Step #5: vec4 textureGather(sampler2DArray,vec3,int); Step #5: int sparseTextureGatherARB(sampler2DArray,vec3,out vec4 ,int); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2); Step #5: int sparseTextureGatherOffsetARB(sampler2DArray,vec3,ivec2,out vec4 ); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int); Step #5: int sparseTextureGatherOffsetARB(sampler2DArray,vec3,ivec2,out vec4 ,int); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4]); Step #5: int sparseTextureGatherOffsetsARB(sampler2DArray,vec3,ivec2[4],out vec4 ); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int); Step #5: int sparseTextureGatherOffsetsARB(sampler2DArray,vec3,ivec2[4],out vec4 ,int); Step #5: vec4 textureGatherLodAMD(sampler2DArray,vec3,float); Step #5: int sparseTextureGatherLodAMD(sampler2DArray,vec3,float,out vec4 ); Step #5: vec4 textureGatherLodAMD(sampler2DArray,vec3,float,int); Step #5: int sparseTextureGatherLodAMD(sampler2DArray,vec3,float,out vec4 ,int); Step #5: vec4 textureGatherLodOffsetAMD(sampler2DArray,vec3,float,ivec2); Step #5: int sparseTextureGatherLodOffsetAMD(sampler2DArray,vec3,float,ivec2,out vec4 ); Step #5: vec4 textureGatherLodOffsetAMD(sampler2DArray,vec3,float,ivec2,int); Step #5: int sparseTextureGatherLodOffsetAMD(sampler2DArray,vec3,float,ivec2,out vec4 ,int); Step #5: vec4 textureGatherLodOffsetsAMD(sampler2DArray,vec3,float,ivec2[4]); Step #5: int sparseTextureGatherLodOffsetsAMD(sampler2DArray,vec3,float,ivec2[4],out vec4 ); Step #5: vec4 textureGatherLodOffsetsAMD(sampler2DArray,vec3,float,ivec2[4],int); Step #5: int sparseTextureGatherLodOffsetsAMD(sampler2DArray,vec3,float,ivec2[4],out vec4 ,int); Step #5: vec4 texelFetch(texture2DArray,ivec3,int); Step #5: int sparseTexelFetchARB(texture2DArray,ivec3,int,out vec4); Step #5: vec4 texelFetchOffset(texture2DArray,ivec3,int,ivec2); Step #5: int sparseTexelFetchOffsetARB(texture2DArray,ivec3,int,ivec2,out vec4); Step #5: ivec3 textureSize(texture2DArray,int); Step #5: int textureQueryLevels(texture2DArray); Step #5: ivec3 textureSize(isampler2DArray,int); Step #5: int textureQueryLevels(isampler2DArray); Step #5: ivec4 texture(isampler2DArray,vec3); Step #5: int sparseTextureARB(isampler2DArray,vec3,out ivec4); Step #5: ivec4 textureGrad(isampler2DArray,vec3,vec2,vec2); Step #5: int sparseTextureGradARB(isampler2DArray,vec3,vec2,vec2,out ivec4); Step #5: ivec4 textureGradClampARB(isampler2DArray,vec3,vec2,vec2,float); Step #5: int sparseTextureGradClampARB(isampler2DArray,vec3,vec2,vec2,float,out ivec4); Step #5: ivec4 texelFetch(isampler2DArray,ivec3,int); Step #5: int sparseTexelFetchARB(isampler2DArray,ivec3,int,out ivec4); Step #5: ivec4 texelGradFetch(isampler2DArray,ivec3,int,vec2,vec2); Step #5: int sparseTexelGradFetchARB(isampler2DArray,ivec3,int,vec2,vec2,out ivec4); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2); Step #5: int sparseTextureOffsetARB(isampler2DArray,vec3,ivec2,out ivec4); Step #5: ivec4 textureGradOffset(isampler2DArray,vec3,vec2,vec2,ivec2); Step #5: int sparseTextureGradOffsetARB(isampler2DArray,vec3,vec2,vec2,ivec2,out ivec4); Step #5: ivec4 textureGradOffsetClampARB(isampler2DArray,vec3,vec2,vec2,ivec2,float); Step #5: int sparseTextureGradOffsetClampARB(isampler2DArray,vec3,vec2,vec2,ivec2,float,out ivec4); Step #5: ivec4 texelFetchOffset(isampler2DArray,ivec3,int,ivec2); Step #5: int sparseTexelFetchOffsetARB(isampler2DArray,ivec3,int,ivec2,out ivec4); Step #5: ivec4 texelGradFetchOffset(isampler2DArray,ivec3,int,vec2,vec2,ivec2); Step #5: int sparseTexelGradFetchOffsetARB(isampler2DArray,ivec3,int,vec2,vec2,ivec2,out ivec4); Step #5: ivec4 textureLod(isampler2DArray,vec3,float); Step #5: int sparseTextureLodARB(isampler2DArray,vec3,float,out ivec4); Step #5: ivec4 textureLodOffset(isampler2DArray,vec3,float,ivec2); Step #5: int sparseTextureLodOffsetARB(isampler2DArray,vec3,float,ivec2,out ivec4); Step #5: ivec4 textureGather(isampler2DArray,vec3); Step #5: int sparseTextureGatherARB(isampler2DArray,vec3,out ivec4 ); Step #5: ivec4 textureGather(isampler2DArray,vec3,int); Step #5: int sparseTextureGatherARB(isampler2DArray,vec3,out ivec4 ,int); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2); Step #5: int sparseTextureGatherOffsetARB(isampler2DArray,vec3,ivec2,out ivec4 ); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int); Step #5: int sparseTextureGatherOffsetARB(isampler2DArray,vec3,ivec2,out ivec4 ,int); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4]); Step #5: int sparseTextureGatherOffsetsARB(isampler2DArray,vec3,ivec2[4],out ivec4 ); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int); Step #5: int sparseTextureGatherOffsetsARB(isampler2DArray,vec3,ivec2[4],out ivec4 ,int); Step #5: ivec4 textureGatherLodAMD(isampler2DArray,vec3,float); Step #5: int sparseTextureGatherLodAMD(isampler2DArray,vec3,float,out ivec4 ); Step #5: ivec4 textureGatherLodAMD(isampler2DArray,vec3,float,int); Step #5: int sparseTextureGatherLodAMD(isampler2DArray,vec3,float,out ivec4 ,int); Step #5: ivec4 textureGatherLodOffsetAMD(isampler2DArray,vec3,float,ivec2); Step #5: int sparseTextureGatherLodOffsetAMD(isampler2DArray,vec3,float,ivec2,out ivec4 ); Step #5: ivec4 textureGatherLodOffsetAMD(isampler2DArray,vec3,float,ivec2,int); Step #5: int sparseTextureGatherLodOffsetAMD(isampler2DArray,vec3,float,ivec2,out ivec4 ,int); Step #5: ivec4 textureGatherLodOffsetsAMD(isampler2DArray,vec3,float,ivec2[4]); Step #5: int sparseTextureGatherLodOffsetsAMD(isampler2DArray,vec3,float,ivec2[4],out ivec4 ); Step #5: ivec4 textureGatherLodOffsetsAMD(isampler2DArray,vec3,float,ivec2[4],int); Step #5: int sparseTextureGatherLodOffsetsAMD(isampler2DArray,vec3,float,ivec2[4],out ivec4 ,int); Step #5: ivec4 texelFetch(itexture2DArray,ivec3,int); Step #5: int sparseTexelFetchARB(itexture2DArray,ivec3,int,out ivec4); Step #5: ivec4 texelFetchOffset(itexture2DArray,ivec3,int,ivec2); Step #5: int sparseTexelFetchOffsetARB(itexture2DArray,ivec3,int,ivec2,out ivec4); Step #5: ivec3 textureSize(itexture2DArray,int); Step #5: int textureQueryLevels(itexture2DArray); Step #5: ivec3 textureSize(usampler2DArray,int); Step #5: int textureQueryLevels(usampler2DArray); Step #5: uvec4 texture(usampler2DArray,vec3); Step #5: int sparseTextureARB(usampler2DArray,vec3,out uvec4); Step #5: uvec4 textureGrad(usampler2DArray,vec3,vec2,vec2); Step #5: int sparseTextureGradARB(usampler2DArray,vec3,vec2,vec2,out uvec4); Step #5: uvec4 textureGradClampARB(usampler2DArray,vec3,vec2,vec2,float); Step #5: int sparseTextureGradClampARB(usampler2DArray,vec3,vec2,vec2,float,out uvec4); Step #5: uvec4 texelFetch(usampler2DArray,ivec3,int); Step #5: int sparseTexelFetchARB(usampler2DArray,ivec3,int,out uvec4); Step #5: uvec4 texelGradFetch(usampler2DArray,ivec3,int,vec2,vec2); Step #5: int sparseTexelGradFetchARB(usampler2DArray,ivec3,int,vec2,vec2,out uvec4); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2); Step #5: int sparseTextureOffsetARB(usampler2DArray,vec3,ivec2,out uvec4); Step #5: uvec4 textureGradOffset(usampler2DArray,vec3,vec2,vec2,ivec2); Step #5: int sparseTextureGradOffsetARB(usampler2DArray,vec3,vec2,vec2,ivec2,out uvec4); Step #5: uvec4 textureGradOffsetClampARB(usampler2DArray,vec3,vec2,vec2,ivec2,float); Step #5: int sparseTextureGradOffsetClampARB(usampler2DArray,vec3,vec2,vec2,ivec2,float,out uvec4); Step #5: uvec4 texelFetchOffset(usampler2DArray,ivec3,int,ivec2); Step #5: int sparseTexelFetchOffsetARB(usampler2DArray,ivec3,int,ivec2,out uvec4); Step #5: uvec4 texelGradFetchOffset(usampler2DArray,ivec3,int,vec2,vec2,ivec2); Step #5: int sparseTexelGradFetchOffsetARB(usampler2DArray,ivec3,int,vec2,vec2,ivec2,out uvec4); Step #5: uvec4 textureLod(usampler2DArray,vec3,float); Step #5: int sparseTextureLodARB(usampler2DArray,vec3,float,out uvec4); Step #5: uvec4 textureLodOffset(usampler2DArray,vec3,float,ivec2); Step #5: int sparseTextureLodOffsetARB(usampler2DArray,vec3,float,ivec2,out uvec4); Step #5: uvec4 textureGather(usampler2DArray,vec3); Step #5: int sparseTextureGatherARB(usampler2DArray,vec3,out uvec4 ); Step #5: uvec4 textureGather(usampler2DArray,vec3,int); Step #5: int sparseTextureGatherARB(usampler2DArray,vec3,out uvec4 ,int); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2); Step #5: int sparseTextureGatherOffsetARB(usampler2DArray,vec3,ivec2,out uvec4 ); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int); Step #5: int sparseTextureGatherOffsetARB(usampler2DArray,vec3,ivec2,out uvec4 ,int); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4]); Step #5: int sparseTextureGatherOffsetsARB(usampler2DArray,vec3,ivec2[4],out uvec4 ); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int); Step #5: int sparseTextureGatherOffsetsARB(usampler2DArray,vec3,ivec2[4],out uvec4 ,int); Step #5: uvec4 textureGatherLodAMD(usampler2DArray,vec3,float); Step #5: int sparseTextureGatherLodAMD(usampler2DArray,vec3,float,out uvec4 ); Step #5: uvec4 textureGatherLodAMD(usampler2DArray,vec3,float,int); Step #5: int sparseTextureGatherLodAMD(usampler2DArray,vec3,float,out uvec4 ,int); Step #5: uvec4 textureGatherLodOffsetAMD(usampler2DArray,vec3,float,ivec2); Step #5: int sparseTextureGatherLodOffsetAMD(usampler2DArray,vec3,float,ivec2,out uvec4 ); Step #5: uvec4 textureGatherLodOffsetAMD(usampler2DArray,vec3,float,ivec2,int); Step #5: int sparseTextureGatherLodOffsetAMD(usampler2DArray,vec3,float,ivec2,out uvec4 ,int); Step #5: uvec4 textureGatherLodOffsetsAMD(usampler2DArray,vec3,float,ivec2[4]); Step #5: int sparseTextureGatherLodOffsetsAMD(usampler2DArray,vec3,float,ivec2[4],out uvec4 ); Step #5: uvec4 textureGatherLodOffsetsAMD(usampler2DArray,vec3,float,ivec2[4],int); Step #5: int sparseTextureGatherLodOffsetsAMD(usampler2DArray,vec3,float,ivec2[4],out uvec4 ,int); Step #5: uvec4 texelFetch(utexture2DArray,ivec3,int); Step #5: int sparseTexelFetchARB(utexture2DArray,ivec3,int,out uvec4); Step #5: uvec4 texelFetchOffset(utexture2DArray,ivec3,int,ivec2); Step #5: int sparseTexelFetchOffsetARB(utexture2DArray,ivec3,int,ivec2,out uvec4); Step #5: ivec3 textureSize(utexture2DArray,int); Step #5: int textureQueryLevels(utexture2DArray); Step #5: ivec3 textureSize(f16sampler2DArray,int); Step #5: int textureQueryLevels(f16sampler2DArray); Step #5: f16vec4 texture(f16sampler2DArray,vec3); Step #5: int sparseTextureARB(f16sampler2DArray,vec3,out f16vec4); Step #5: f16vec4 texture(f16sampler2DArray,f16vec3); Step #5: int sparseTextureARB(f16sampler2DArray,f16vec3,out f16vec4); Step #5: f16vec4 textureGrad(f16sampler2DArray,vec3,vec2,vec2); Step #5: int sparseTextureGradARB(f16sampler2DArray,vec3,vec2,vec2,out f16vec4); Step #5: f16vec4 textureGradClampARB(f16sampler2DArray,vec3,vec2,vec2,float); Step #5: int sparseTextureGradClampARB(f16sampler2DArray,vec3,vec2,vec2,float,out f16vec4); Step #5: f16vec4 textureGrad(f16sampler2DArray,f16vec3,f16vec2,f16vec2); Step #5: int sparseTextureGradARB(f16sampler2DArray,f16vec3,f16vec2,f16vec2,out f16vec4); Step #5: f16vec4 textureGradClampARB(f16sampler2DArray,f16vec3,f16vec2,f16vec2,float16_t); Step #5: int sparseTextureGradClampARB(f16sampler2DArray,f16vec3,f16vec2,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 texelFetch(f16sampler2DArray,ivec3,int); Step #5: int sparseTexelFetchARB(f16sampler2DArray,ivec3,int,out f16vec4); Step #5: f16vec4 texelFetch(f16sampler2DArray,ivec3,int); Step #5: int sparseTexelFetchARB(f16sampler2DArray,ivec3,int,out f16vec4); Step #5: f16vec4 texelGradFetch(f16sampler2DArray,ivec3,int,vec2,vec2); Step #5: int sparseTexelGradFetchARB(f16sampler2DArray,ivec3,int,vec2,vec2,out f16vec4); Step #5: f16vec4 texelGradFetch(f16sampler2DArray,ivec3,int,f16vec2,f16vec2); Step #5: int sparseTexelGradFetchARB(f16sampler2DArray,ivec3,int,f16vec2,f16vec2,out f16vec4); Step #5: f16vec4 textureOffset(f16sampler2DArray,vec3,ivec2); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4); Step #5: f16vec4 textureOffset(f16sampler2DArray,f16vec3,ivec2); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4); Step #5: f16vec4 textureGradOffset(f16sampler2DArray,vec3,vec2,vec2,ivec2); Step #5: int sparseTextureGradOffsetARB(f16sampler2DArray,vec3,vec2,vec2,ivec2,out f16vec4); Step #5: f16vec4 textureGradOffsetClampARB(f16sampler2DArray,vec3,vec2,vec2,ivec2,float); Step #5: int sparseTextureGradOffsetClampARB(f16sampler2DArray,vec3,vec2,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureGradOffset(f16sampler2DArray,f16vec3,f16vec2,f16vec2,ivec2); Step #5: int sparseTextureGradOffsetARB(f16sampler2DArray,f16vec3,f16vec2,f16vec2,ivec2,out f16vec4); Step #5: f16vec4 textureGradOffsetClampARB(f16sampler2DArray,f16vec3,f16vec2,f16vec2,ivec2,float16_t); Step #5: int sparseTextureGradOffsetClampARB(f16sampler2DArray,f16vec3,f16vec2,f16vec2,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texelFetchOffset(f16sampler2DArray,ivec3,int,ivec2); Step #5: int sparseTexelFetchOffsetARB(f16sampler2DArray,ivec3,int,ivec2,out f16vec4); Step #5: f16vec4 texelFetchOffset(f16sampler2DArray,ivec3,int,ivec2); Step #5: int sparseTexelFetchOffsetARB(f16sampler2DArray,ivec3,int,ivec2,out f16vec4); Step #5: f16vec4 texelGradFetchOffset(f16sampler2DArray,ivec3,int,vec2,vec2,ivec2); Step #5: int sparseTexelGradFetchOffsetARB(f16sampler2DArray,ivec3,int,vec2,vec2,ivec2,out f16vec4); Step #5: f16vec4 texelGradFetchOffset(f16sampler2DArray,ivec3,int,f16vec2,f16vec2,ivec2); Step #5: int sparseTexelGradFetchOffsetARB(f16sampler2DArray,ivec3,int,f16vec2,f16vec2,ivec2,out f16vec4); Step #5: f16vec4 textureLod(f16sampler2DArray,vec3,float); Step #5: int sparseTextureLodARB(f16sampler2DArray,vec3,float,out f16vec4); Step #5: f16vec4 textureLod(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureLodARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureLodOffset(f16sampler2DArray,vec3,float,ivec2); Step #5: int sparseTextureLodOffsetARB(f16sampler2DArray,vec3,float,ivec2,out f16vec4); Step #5: f16vec4 textureLodOffset(f16sampler2DArray,f16vec3,float16_t,ivec2); Step #5: int sparseTextureLodOffsetARB(f16sampler2DArray,f16vec3,float16_t,ivec2,out f16vec4); Step #5: f16vec4 textureGather(f16sampler2DArray,vec3); Step #5: int sparseTextureGatherARB(f16sampler2DArray,vec3,out f16vec4 ); Step #5: f16vec4 textureGather(f16sampler2DArray,vec3,int); Step #5: int sparseTextureGatherARB(f16sampler2DArray,vec3,out f16vec4 ,int); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,vec3,ivec2); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4 ); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,vec3,ivec2,int); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4 ,int); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,vec3,ivec2[4]); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,vec3,ivec2[4],out f16vec4 ); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,vec3,ivec2[4],int); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,vec3,ivec2[4],out f16vec4 ,int); Step #5: f16vec4 textureGather(f16sampler2DArray,f16vec3); Step #5: int sparseTextureGatherARB(f16sampler2DArray,f16vec3,out f16vec4 ); Step #5: f16vec4 textureGather(f16sampler2DArray,f16vec3,int); Step #5: int sparseTextureGatherARB(f16sampler2DArray,f16vec3,out f16vec4 ,int); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,f16vec3,ivec2); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4 ); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,f16vec3,ivec2,int); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4 ,int); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,f16vec3,ivec2[4]); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,f16vec3,ivec2[4],out f16vec4 ); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,f16vec3,ivec2[4],int); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,f16vec3,ivec2[4],out f16vec4 ,int); Step #5: f16vec4 textureGatherLodAMD(f16sampler2DArray,vec3,float); Step #5: int sparseTextureGatherLodAMD(f16sampler2DArray,vec3,float,out f16vec4 ); Step #5: f16vec4 textureGatherLodAMD(f16sampler2DArray,vec3,float,int); Step #5: int sparseTextureGatherLodAMD(f16sampler2DArray,vec3,float,out f16vec4 ,int); Step #5: f16vec4 textureGatherLodOffsetAMD(f16sampler2DArray,vec3,float,ivec2); Step #5: int sparseTextureGatherLodOffsetAMD(f16sampler2DArray,vec3,float,ivec2,out f16vec4 ); Step #5: f16vec4 textureGatherLodOffsetAMD(f16sampler2DArray,vec3,float,ivec2,int); Step #5: int sparseTextureGatherLodOffsetAMD(f16sampler2DArray,vec3,float,ivec2,out f16vec4 ,int); Step #5: f16vec4 textureGatherLodOffsetsAMD(f16sampler2DArray,vec3,float,ivec2[4]); Step #5: int sparseTextureGatherLodOffsetsAMD(f16sampler2DArray,vec3,float,ivec2[4],out f16vec4 ); Step #5: f16vec4 textureGatherLodOffsetsAMD(f16sampler2DArray,vec3,float,ivec2[4],int); Step #5: int sparseTextureGatherLodOffsetsAMD(f16sampler2DArray,vec3,float,ivec2[4],out f16vec4 ,int); Step #5: f16vec4 textureGatherLodAMD(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureGatherLodAMD(f16sampler2DArray,f16vec3,float16_t,out f16vec4 ); Step #5: f16vec4 textureGatherLodAMD(f16sampler2DArray,f16vec3,float16_t,int); Step #5: int sparseTextureGatherLodAMD(f16sampler2DArray,f16vec3,float16_t,out f16vec4 ,int); Step #5: f16vec4 textureGatherLodOffsetAMD(f16sampler2DArray,f16vec3,float16_t,ivec2); Step #5: int sparseTextureGatherLodOffsetAMD(f16sampler2DArray,f16vec3,float16_t,ivec2,out f16vec4 ); Step #5: f16vec4 textureGatherLodOffsetAMD(f16sampler2DArray,f16vec3,float16_t,ivec2,int); Step #5: int sparseTextureGatherLodOffsetAMD(f16sampler2DArray,f16vec3,float16_t,ivec2,out f16vec4 ,int); Step #5: f16vec4 textureGatherLodOffsetsAMD(f16sampler2DArray,f16vec3,float16_t,ivec2[4]); Step #5: int sparseTextureGatherLodOffsetsAMD(f16sampler2DArray,f16vec3,float16_t,ivec2[4],out f16vec4 ); Step #5: f16vec4 textureGatherLodOffsetsAMD(f16sampler2DArray,f16vec3,float16_t,ivec2[4],int); Step #5: int sparseTextureGatherLodOffsetsAMD(f16sampler2DArray,f16vec3,float16_t,ivec2[4],out f16vec4 ,int); Step #5: f16vec4 texelFetch(f16texture2DArray,ivec3,int); Step #5: int sparseTexelFetchARB(f16texture2DArray,ivec3,int,out f16vec4); Step #5: f16vec4 texelFetch(f16texture2DArray,ivec3,int); Step #5: int sparseTexelFetchARB(f16texture2DArray,ivec3,int,out f16vec4); Step #5: f16vec4 texelFetchOffset(f16texture2DArray,ivec3,int,ivec2); Step #5: int sparseTexelFetchOffsetARB(f16texture2DArray,ivec3,int,ivec2,out f16vec4); Step #5: f16vec4 texelFetchOffset(f16texture2DArray,ivec3,int,ivec2); Step #5: int sparseTexelFetchOffsetARB(f16texture2DArray,ivec3,int,ivec2,out f16vec4); Step #5: ivec3 textureSize(f16texture2DArray,int); Step #5: int textureQueryLevels(f16texture2DArray); Step #5: ivec3 textureSize(samplerCubeArray,int); Step #5: int textureQueryLevels(samplerCubeArray); Step #5: vec4 texture(samplerCubeArray,vec4); Step #5: int sparseTextureARB(samplerCubeArray,vec4,out vec4); Step #5: vec4 textureGrad(samplerCubeArray,vec4,vec3,vec3); Step #5: int sparseTextureGradARB(samplerCubeArray,vec4,vec3,vec3,out vec4); Step #5: vec4 textureGradClampARB(samplerCubeArray,vec4,vec3,vec3,float); Step #5: int sparseTextureGradClampARB(samplerCubeArray,vec4,vec3,vec3,float,out vec4); Step #5: vec4 textureLod(samplerCubeArray,vec4,float); Step #5: int sparseTextureLodARB(samplerCubeArray,vec4,float,out vec4); Step #5: vec4 textureGather(samplerCubeArray,vec4); Step #5: int sparseTextureGatherARB(samplerCubeArray,vec4,out vec4 ); Step #5: vec4 textureGather(samplerCubeArray,vec4,int); Step #5: int sparseTextureGatherARB(samplerCubeArray,vec4,out vec4 ,int); Step #5: vec4 textureGatherLodAMD(samplerCubeArray,vec4,float); Step #5: int sparseTextureGatherLodAMD(samplerCubeArray,vec4,float,out vec4 ); Step #5: vec4 textureGatherLodAMD(samplerCubeArray,vec4,float,int); Step #5: int sparseTextureGatherLodAMD(samplerCubeArray,vec4,float,out vec4 ,int); Step #5: ivec3 textureSize(textureCubeArray,int); Step #5: int textureQueryLevels(textureCubeArray); Step #5: ivec3 textureSize(isamplerCubeArray,int); Step #5: int textureQueryLevels(isamplerCubeArray); Step #5: ivec4 texture(isamplerCubeArray,vec4); Step #5: int sparseTextureARB(isamplerCubeArray,vec4,out ivec4); Step #5: ivec4 textureGrad(isamplerCubeArray,vec4,vec3,vec3); Step #5: int sparseTextureGradARB(isamplerCubeArray,vec4,vec3,vec3,out ivec4); Step #5: ivec4 textureGradClampARB(isamplerCubeArray,vec4,vec3,vec3,float); Step #5: int sparseTextureGradClampARB(isamplerCubeArray,vec4,vec3,vec3,float,out ivec4); Step #5: ivec4 textureLod(isamplerCubeArray,vec4,float); Step #5: int sparseTextureLodARB(isamplerCubeArray,vec4,float,out ivec4); Step #5: ivec4 textureGather(isamplerCubeArray,vec4); Step #5: int sparseTextureGatherARB(isamplerCubeArray,vec4,out ivec4 ); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int); Step #5: int sparseTextureGatherARB(isamplerCubeArray,vec4,out ivec4 ,int); Step #5: ivec4 textureGatherLodAMD(isamplerCubeArray,vec4,float); Step #5: int sparseTextureGatherLodAMD(isamplerCubeArray,vec4,float,out ivec4 ); Step #5: ivec4 textureGatherLodAMD(isamplerCubeArray,vec4,float,int); Step #5: int sparseTextureGatherLodAMD(isamplerCubeArray,vec4,float,out ivec4 ,int); Step #5: ivec3 textureSize(itextureCubeArray,int); Step #5: int textureQueryLevels(itextureCubeArray); Step #5: ivec3 textureSize(usamplerCubeArray,int); Step #5: int textureQueryLevels(usamplerCubeArray); Step #5: uvec4 texture(usamplerCubeArray,vec4); Step #5: int sparseTextureARB(usamplerCubeArray,vec4,out uvec4); Step #5: uvec4 textureGrad(usamplerCubeArray,vec4,vec3,vec3); Step #5: int sparseTextureGradARB(usamplerCubeArray,vec4,vec3,vec3,out uvec4); Step #5: uvec4 textureGradClampARB(usamplerCubeArray,vec4,vec3,vec3,float); Step #5: int sparseTextureGradClampARB(usamplerCubeArray,vec4,vec3,vec3,float,out uvec4); Step #5: uvec4 textureLod(usamplerCubeArray,vec4,float); Step #5: int sparseTextureLodARB(usamplerCubeArray,vec4,float,out uvec4); Step #5: uvec4 textureGather(usamplerCubeArray,vec4); Step #5: int sparseTextureGatherARB(usamplerCubeArray,vec4,out uvec4 ); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int); Step #5: int sparseTextureGatherARB(usamplerCubeArray,vec4,out uvec4 ,int); Step #5: uvec4 textureGatherLodAMD(usamplerCubeArray,vec4,float); Step #5: int sparseTextureGatherLodAMD(usamplerCubeArray,vec4,float,out uvec4 ); Step #5: uvec4 textureGatherLodAMD(usamplerCubeArray,vec4,float,int); Step #5: int sparseTextureGatherLodAMD(usamplerCubeArray,vec4,float,out uvec4 ,int); Step #5: ivec3 textureSize(utextureCubeArray,int); Step #5: int textureQueryLevels(utextureCubeArray); Step #5: ivec3 textureSize(f16samplerCubeArray,int); Step #5: int textureQueryLevels(f16samplerCubeArray); Step #5: f16vec4 texture(f16samplerCubeArray,vec4); Step #5: int sparseTextureARB(f16samplerCubeArray,vec4,out f16vec4); Step #5: f16vec4 texture(f16samplerCubeArray,f16vec4); Step #5: int sparseTextureARB(f16samplerCubeArray,f16vec4,out f16vec4); Step #5: f16vec4 textureGrad(f16samplerCubeArray,vec4,vec3,vec3); Step #5: int sparseTextureGradARB(f16samplerCubeArray,vec4,vec3,vec3,out f16vec4); Step #5: f16vec4 textureGradClampARB(f16samplerCubeArray,vec4,vec3,vec3,float); Step #5: int sparseTextureGradClampARB(f16samplerCubeArray,vec4,vec3,vec3,float,out f16vec4); Step #5: f16vec4 textureGrad(f16samplerCubeArray,f16vec4,f16vec3,f16vec3); Step #5: int sparseTextureGradARB(f16samplerCubeArray,f16vec4,f16vec3,f16vec3,out f16vec4); Step #5: f16vec4 textureGradClampARB(f16samplerCubeArray,f16vec4,f16vec3,f16vec3,float16_t); Step #5: int sparseTextureGradClampARB(f16samplerCubeArray,f16vec4,f16vec3,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureLod(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureLodARB(f16samplerCubeArray,vec4,float,out f16vec4); Step #5: f16vec4 textureLod(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureLodARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4); Step #5: f16vec4 textureGather(f16samplerCubeArray,vec4); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,vec4,out f16vec4 ); Step #5: f16vec4 textureGather(f16samplerCubeArray,vec4,int); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,vec4,out f16vec4 ,int); Step #5: f16vec4 textureGather(f16samplerCubeArray,f16vec4); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,f16vec4,out f16vec4 ); Step #5: f16vec4 textureGather(f16samplerCubeArray,f16vec4,int); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,f16vec4,out f16vec4 ,int); Step #5: f16vec4 textureGatherLodAMD(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureGatherLodAMD(f16samplerCubeArray,vec4,float,out f16vec4 ); Step #5: f16vec4 textureGatherLodAMD(f16samplerCubeArray,vec4,float,int); Step #5: int sparseTextureGatherLodAMD(f16samplerCubeArray,vec4,float,out f16vec4 ,int); Step #5: f16vec4 textureGatherLodAMD(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureGatherLodAMD(f16samplerCubeArray,f16vec4,float16_t,out f16vec4 ); Step #5: f16vec4 textureGatherLodAMD(f16samplerCubeArray,f16vec4,float16_t,int); Step #5: int sparseTextureGatherLodAMD(f16samplerCubeArray,f16vec4,float16_t,out f16vec4 ,int); Step #5: ivec3 textureSize(f16textureCubeArray,int); Step #5: int textureQueryLevels(f16textureCubeArray); Step #5: ivec2 textureSize(sampler2DMS); Step #5: int textureSamples(sampler2DMS); Step #5: vec4 texelFetch(sampler2DMS,ivec2,int); Step #5: int sparseTexelFetchARB(sampler2DMS,ivec2,int,out vec4); Step #5: vec4 texelFetch(texture2DMS,ivec2,int); Step #5: int sparseTexelFetchARB(texture2DMS,ivec2,int,out vec4); Step #5: ivec2 textureSize(texture2DMS); Step #5: int textureSamples(texture2DMS); Step #5: ivec2 textureSize(isampler2DMS); Step #5: int textureSamples(isampler2DMS); Step #5: ivec4 texelFetch(isampler2DMS,ivec2,int); Step #5: int sparseTexelFetchARB(isampler2DMS,ivec2,int,out ivec4); Step #5: ivec4 texelFetch(itexture2DMS,ivec2,int); Step #5: int sparseTexelFetchARB(itexture2DMS,ivec2,int,out ivec4); Step #5: ivec2 textureSize(itexture2DMS); Step #5: int textureSamples(itexture2DMS); Step #5: ivec2 textureSize(usampler2DMS); Step #5: int textureSamples(usampler2DMS); Step #5: uvec4 texelFetch(usampler2DMS,ivec2,int); Step #5: int sparseTexelFetchARB(usampler2DMS,ivec2,int,out uvec4); Step #5: uvec4 texelFetch(utexture2DMS,ivec2,int); Step #5: int sparseTexelFetchARB(utexture2DMS,ivec2,int,out uvec4); Step #5: ivec2 textureSize(utexture2DMS); Step #5: int textureSamples(utexture2DMS); Step #5: ivec2 textureSize(f16sampler2DMS); Step #5: int textureSamples(f16sampler2DMS); Step #5: f16vec4 texelFetch(f16sampler2DMS,ivec2,int); Step #5: int sparseTexelFetchARB(f16sampler2DMS,ivec2,int,out f16vec4); Step #5: f16vec4 texelFetch(f16sampler2DMS,ivec2,int); Step #5: int sparseTexelFetchARB(f16sampler2DMS,ivec2,int,out f16vec4); Step #5: f16vec4 texelFetch(f16texture2DMS,ivec2,int); Step #5: int sparseTexelFetchARB(f16texture2DMS,ivec2,int,out f16vec4); Step #5: f16vec4 texelFetch(f16texture2DMS,ivec2,int); Step #5: int sparseTexelFetchARB(f16texture2DMS,ivec2,int,out f16vec4); Step #5: ivec2 textureSize(f16texture2DMS); Step #5: int textureSamples(f16texture2DMS); Step #5: ivec3 textureSize(sampler2DMSArray); Step #5: int textureSamples(sampler2DMSArray); Step #5: vec4 texelFetch(sampler2DMSArray,ivec3,int); Step #5: int sparseTexelFetchARB(sampler2DMSArray,ivec3,int,out vec4); Step #5: vec4 texelFetch(texture2DMSArray,ivec3,int); Step #5: int sparseTexelFetchARB(texture2DMSArray,ivec3,int,out vec4); Step #5: ivec3 textureSize(texture2DMSArray); Step #5: int textureSamples(texture2DMSArray); Step #5: ivec3 textureSize(isampler2DMSArray); Step #5: int textureSamples(isampler2DMSArray); Step #5: ivec4 texelFetch(isampler2DMSArray,ivec3,int); Step #5: int sparseTexelFetchARB(isampler2DMSArray,ivec3,int,out ivec4); Step #5: ivec4 texelFetch(itexture2DMSArray,ivec3,int); Step #5: int sparseTexelFetchARB(itexture2DMSArray,ivec3,int,out ivec4); Step #5: ivec3 textureSize(itexture2DMSArray); Step #5: int textureSamples(itexture2DMSArray); Step #5: ivec3 textureSize(usampler2DMSArray); Step #5: int textureSamples(usampler2DMSArray); Step #5: uvec4 texelFetch(usampler2DMSArray,ivec3,int); Step #5: int sparseTexelFetchARB(usampler2DMSArray,ivec3,int,out uvec4); Step #5: uvec4 texelFetch(utexture2DMSArray,ivec3,int); Step #5: int sparseTexelFetchARB(utexture2DMSArray,ivec3,int,out uvec4); Step #5: ivec3 textureSize(utexture2DMSArray); Step #5: int textureSamples(utexture2DMSArray); Step #5: ivec3 textureSize(f16sampler2DMSArray); Step #5: int textureSamples(f16sampler2DMSArray); Step #5: f16vec4 texelFetch(f16sampler2DMSArray,ivec3,int); Step #5: int sparseTexelFetchARB(f16sampler2DMSArray,ivec3,int,out f16vec4); Step #5: f16vec4 texelFetch(f16sampler2DMSArray,ivec3,int); Step #5: int sparseTexelFetchARB(f16sampler2DMSArray,ivec3,int,out f16vec4); Step #5: f16vec4 texelFetch(f16texture2DMSArray,ivec3,int); Step #5: int sparseTexelFetchARB(f16texture2DMSArray,ivec3,int,out f16vec4); Step #5: f16vec4 texelFetch(f16texture2DMSArray,ivec3,int); Step #5: int sparseTexelFetchARB(f16texture2DMSArray,ivec3,int,out f16vec4); Step #5: ivec3 textureSize(f16texture2DMSArray); Step #5: int textureSamples(f16texture2DMSArray); Step #5: int textureSize(sampler1DShadow,int); Step #5: int textureQueryLevels(sampler1DShadow); Step #5: float texture(sampler1DShadow,vec3); Step #5: float textureGrad(sampler1DShadow,vec3,float,float); Step #5: float textureGradClampARB(sampler1DShadow,vec3,float,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int); Step #5: float textureGradOffset(sampler1DShadow,vec3,float,float,int); Step #5: float textureGradOffsetClampARB(sampler1DShadow,vec3,float,float,int,float); 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: int textureSize(f16sampler1DShadow,int); Step #5: int textureQueryLevels(f16sampler1DShadow); Step #5: float16_t texture(f16sampler1DShadow,vec3); Step #5: float16_t texture(f16sampler1DShadow,f16vec2,float); Step #5: float16_t textureGrad(f16sampler1DShadow,vec3,float,float); Step #5: float16_t textureGradClampARB(f16sampler1DShadow,vec3,float,float,float); Step #5: float16_t textureGrad(f16sampler1DShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureGradClampARB(f16sampler1DShadow,f16vec2,float,float16_t,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DShadow,vec3,int); Step #5: float16_t textureOffset(f16sampler1DShadow,f16vec2,float,int); Step #5: float16_t textureGradOffset(f16sampler1DShadow,vec3,float,float,int); Step #5: float16_t textureGradOffsetClampARB(f16sampler1DShadow,vec3,float,float,int,float); Step #5: float16_t textureGradOffset(f16sampler1DShadow,f16vec2,float,float16_t,float16_t,int); Step #5: float16_t textureGradOffsetClampARB(f16sampler1DShadow,f16vec2,float,float16_t,float16_t,int,float16_t); Step #5: float16_t textureLod(f16sampler1DShadow,vec3,float); Step #5: float16_t textureLod(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureLodOffset(f16sampler1DShadow,vec3,float,int); Step #5: float16_t textureLodOffset(f16sampler1DShadow,f16vec2,float,float16_t,int); Step #5: float16_t textureProj(f16sampler1DShadow,vec4); Step #5: float16_t textureProj(f16sampler1DShadow,f16vec3,float); Step #5: float16_t textureProjGrad(f16sampler1DShadow,vec4,float,float); Step #5: float16_t textureProjGrad(f16sampler1DShadow,f16vec3,float,float16_t,float16_t); Step #5: float16_t textureProjOffset(f16sampler1DShadow,vec4,int); Step #5: float16_t textureProjOffset(f16sampler1DShadow,f16vec3,float,int); Step #5: float16_t textureProjGradOffset(f16sampler1DShadow,vec4,float,float,int); Step #5: float16_t textureProjGradOffset(f16sampler1DShadow,f16vec3,float,float16_t,float16_t,int); Step #5: float16_t textureProjLod(f16sampler1DShadow,vec4,float); Step #5: float16_t textureProjLod(f16sampler1DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjLodOffset(f16sampler1DShadow,vec4,float,int); Step #5: float16_t textureProjLodOffset(f16sampler1DShadow,f16vec3,float,float16_t,int); Step #5: ivec2 textureSize(sampler2DShadow,int); Step #5: int textureQueryLevels(sampler2DShadow); Step #5: float texture(sampler2DShadow,vec3); Step #5: int sparseTextureARB(sampler2DShadow,vec3,out float); Step #5: float textureGrad(sampler2DShadow,vec3,vec2,vec2); Step #5: int sparseTextureGradARB(sampler2DShadow,vec3,vec2,vec2,out float); Step #5: float textureGradClampARB(sampler2DShadow,vec3,vec2,vec2,float); Step #5: int sparseTextureGradClampARB(sampler2DShadow,vec3,vec2,vec2,float,out float); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2); Step #5: int sparseTextureOffsetARB(sampler2DShadow,vec3,ivec2,out float); Step #5: float textureGradOffset(sampler2DShadow,vec3,vec2,vec2,ivec2); Step #5: int sparseTextureGradOffsetARB(sampler2DShadow,vec3,vec2,vec2,ivec2,out float); Step #5: float textureGradOffsetClampARB(sampler2DShadow,vec3,vec2,vec2,ivec2,float); Step #5: int sparseTextureGradOffsetClampARB(sampler2DShadow,vec3,vec2,vec2,ivec2,float,out float); Step #5: float textureLod(sampler2DShadow,vec3,float); Step #5: int sparseTextureLodARB(sampler2DShadow,vec3,float,out float); Step #5: float textureLodOffset(sampler2DShadow,vec3,float,ivec2); Step #5: int sparseTextureLodOffsetARB(sampler2DShadow,vec3,float,ivec2,out float); 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: int sparseTextureGatherARB(sampler2DShadow,vec2,float,out vec4 ); Step #5: vec4 textureGatherOffset(sampler2DShadow,vec2,float,ivec2); Step #5: int sparseTextureGatherOffsetARB(sampler2DShadow,vec2,float,ivec2,out vec4 ); Step #5: vec4 textureGatherOffsets(sampler2DShadow,vec2,float,ivec2[4]); Step #5: int sparseTextureGatherOffsetsARB(sampler2DShadow,vec2,float,ivec2[4],out vec4 ); Step #5: ivec2 textureSize(f16sampler2DShadow,int); Step #5: int textureQueryLevels(f16sampler2DShadow); Step #5: float16_t texture(f16sampler2DShadow,vec3); Step #5: int sparseTextureARB(f16sampler2DShadow,vec3,out float16_t); Step #5: float16_t texture(f16sampler2DShadow,f16vec2,float); Step #5: int sparseTextureARB(f16sampler2DShadow,f16vec2,float,out float16_t); Step #5: float16_t textureGrad(f16sampler2DShadow,vec3,vec2,vec2); Step #5: int sparseTextureGradARB(f16sampler2DShadow,vec3,vec2,vec2,out float16_t); Step #5: float16_t textureGradClampARB(f16sampler2DShadow,vec3,vec2,vec2,float); Step #5: int sparseTextureGradClampARB(f16sampler2DShadow,vec3,vec2,vec2,float,out float16_t); Step #5: float16_t textureGrad(f16sampler2DShadow,f16vec2,float,f16vec2,f16vec2); Step #5: int sparseTextureGradARB(f16sampler2DShadow,f16vec2,float,f16vec2,f16vec2,out float16_t); Step #5: float16_t textureGradClampARB(f16sampler2DShadow,f16vec2,float,f16vec2,f16vec2,float16_t); Step #5: int sparseTextureGradClampARB(f16sampler2DShadow,f16vec2,float,f16vec2,f16vec2,float16_t,out float16_t); Step #5: float16_t textureOffset(f16sampler2DShadow,vec3,ivec2); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,vec3,ivec2,out float16_t); Step #5: float16_t textureOffset(f16sampler2DShadow,f16vec2,float,ivec2); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,f16vec2,float,ivec2,out float16_t); Step #5: float16_t textureGradOffset(f16sampler2DShadow,vec3,vec2,vec2,ivec2); Step #5: int sparseTextureGradOffsetARB(f16sampler2DShadow,vec3,vec2,vec2,ivec2,out float16_t); Step #5: float16_t textureGradOffsetClampARB(f16sampler2DShadow,vec3,vec2,vec2,ivec2,float); Step #5: int sparseTextureGradOffsetClampARB(f16sampler2DShadow,vec3,vec2,vec2,ivec2,float,out float16_t); Step #5: float16_t textureGradOffset(f16sampler2DShadow,f16vec2,float,f16vec2,f16vec2,ivec2); Step #5: int sparseTextureGradOffsetARB(f16sampler2DShadow,f16vec2,float,f16vec2,f16vec2,ivec2,out float16_t); Step #5: float16_t textureGradOffsetClampARB(f16sampler2DShadow,f16vec2,float,f16vec2,f16vec2,ivec2,float16_t); Step #5: int sparseTextureGradOffsetClampARB(f16sampler2DShadow,f16vec2,float,f16vec2,f16vec2,ivec2,float16_t,out float16_t); Step #5: float16_t textureLod(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureLodARB(f16sampler2DShadow,vec3,float,out float16_t); Step #5: float16_t textureLod(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureLodARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureLodOffset(f16sampler2DShadow,vec3,float,ivec2); Step #5: int sparseTextureLodOffsetARB(f16sampler2DShadow,vec3,float,ivec2,out float16_t); Step #5: float16_t textureLodOffset(f16sampler2DShadow,f16vec2,float,float16_t,ivec2); Step #5: int sparseTextureLodOffsetARB(f16sampler2DShadow,f16vec2,float,float16_t,ivec2,out float16_t); Step #5: float16_t textureProj(f16sampler2DShadow,vec4); Step #5: float16_t textureProj(f16sampler2DShadow,f16vec3,float); Step #5: float16_t textureProjGrad(f16sampler2DShadow,vec4,vec2,vec2); Step #5: float16_t textureProjGrad(f16sampler2DShadow,f16vec3,float,f16vec2,f16vec2); Step #5: float16_t textureProjOffset(f16sampler2DShadow,vec4,ivec2); Step #5: float16_t textureProjOffset(f16sampler2DShadow,f16vec3,float,ivec2); Step #5: float16_t textureProjGradOffset(f16sampler2DShadow,vec4,vec2,vec2,ivec2); Step #5: float16_t textureProjGradOffset(f16sampler2DShadow,f16vec3,float,f16vec2,f16vec2,ivec2); Step #5: float16_t textureProjLod(f16sampler2DShadow,vec4,float); Step #5: float16_t textureProjLod(f16sampler2DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjLodOffset(f16sampler2DShadow,vec4,float,ivec2); Step #5: float16_t textureProjLodOffset(f16sampler2DShadow,f16vec3,float,float16_t,ivec2); Step #5: f16vec4 textureGather(f16sampler2DShadow,vec2,float); Step #5: int sparseTextureGatherARB(f16sampler2DShadow,vec2,float,out f16vec4 ); Step #5: f16vec4 textureGatherOffset(f16sampler2DShadow,vec2,float,ivec2); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DShadow,vec2,float,ivec2,out f16vec4 ); Step #5: f16vec4 textureGatherOffsets(f16sampler2DShadow,vec2,float,ivec2[4]); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DShadow,vec2,float,ivec2[4],out f16vec4 ); Step #5: f16vec4 textureGather(f16sampler2DShadow,f16vec2,float); Step #5: int sparseTextureGatherARB(f16sampler2DShadow,f16vec2,float,out f16vec4 ); Step #5: f16vec4 textureGatherOffset(f16sampler2DShadow,f16vec2,float,ivec2); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DShadow,f16vec2,float,ivec2,out f16vec4 ); Step #5: f16vec4 textureGatherOffsets(f16sampler2DShadow,f16vec2,float,ivec2[4]); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DShadow,f16vec2,float,ivec2[4],out f16vec4 ); Step #5: ivec2 textureSize(samplerCubeShadow,int); Step #5: int textureQueryLevels(samplerCubeShadow); Step #5: float texture(samplerCubeShadow,vec4); Step #5: int sparseTextureARB(samplerCubeShadow,vec4,out float); Step #5: float textureGrad(samplerCubeShadow,vec4,vec3,vec3); Step #5: int sparseTextureGradARB(samplerCubeShadow,vec4,vec3,vec3,out float); Step #5: float textureGradClampARB(samplerCubeShadow,vec4,vec3,vec3,float); Step #5: int sparseTextureGradClampARB(samplerCubeShadow,vec4,vec3,vec3,float,out float); Step #5: vec4 textureGather(samplerCubeShadow,vec3,float); Step #5: int sparseTextureGatherARB(samplerCubeShadow,vec3,float,out vec4 ); Step #5: ivec2 textureSize(f16samplerCubeShadow,int); Step #5: int textureQueryLevels(f16samplerCubeShadow); Step #5: float16_t texture(f16samplerCubeShadow,vec4); Step #5: int sparseTextureARB(f16samplerCubeShadow,vec4,out float16_t); Step #5: float16_t texture(f16samplerCubeShadow,f16vec3,float); Step #5: int sparseTextureARB(f16samplerCubeShadow,f16vec3,float,out float16_t); Step #5: float16_t textureGrad(f16samplerCubeShadow,vec4,vec3,vec3); Step #5: int sparseTextureGradARB(f16samplerCubeShadow,vec4,vec3,vec3,out float16_t); Step #5: float16_t textureGradClampARB(f16samplerCubeShadow,vec4,vec3,vec3,float); Step #5: int sparseTextureGradClampARB(f16samplerCubeShadow,vec4,vec3,vec3,float,out float16_t); Step #5: float16_t textureGrad(f16samplerCubeShadow,f16vec3,float,f16vec3,f16vec3); Step #5: int sparseTextureGradARB(f16samplerCubeShadow,f16vec3,float,f16vec3,f16vec3,out float16_t); Step #5: float16_t textureGradClampARB(f16samplerCubeShadow,f16vec3,float,f16vec3,f16vec3,float16_t); Step #5: int sparseTextureGradClampARB(f16samplerCubeShadow,f16vec3,float,f16vec3,f16vec3,float16_t,out float16_t); Step #5: f16vec4 textureGather(f16samplerCubeShadow,vec3,float); Step #5: int sparseTextureGatherARB(f16samplerCubeShadow,vec3,float,out f16vec4 ); Step #5: f16vec4 textureGather(f16samplerCubeShadow,f16vec3,float); Step #5: int sparseTextureGatherARB(f16samplerCubeShadow,f16vec3,float,out f16vec4 ); Step #5: ivec2 textureSize(sampler2DRectShadow); Step #5: float texture(sampler2DRectShadow,vec3); Step #5: int sparseTextureARB(sampler2DRectShadow,vec3,out float); Step #5: float textureGrad(sampler2DRectShadow,vec3,vec2,vec2); Step #5: int sparseTextureGradARB(sampler2DRectShadow,vec3,vec2,vec2,out float); Step #5: float textureGradClampARB(sampler2DRectShadow,vec3,vec2,vec2,float); Step #5: int sparseTextureGradClampARB(sampler2DRectShadow,vec3,vec2,vec2,float,out float); Step #5: float textureOffset(sampler2DRectShadow,vec3,ivec2); Step #5: int sparseTextureOffsetARB(sampler2DRectShadow,vec3,ivec2,out float); Step #5: float textureGradOffset(sampler2DRectShadow,vec3,vec2,vec2,ivec2); Step #5: int sparseTextureGradOffsetARB(sampler2DRectShadow,vec3,vec2,vec2,ivec2,out float); Step #5: float textureGradOffsetClampARB(sampler2DRectShadow,vec3,vec2,vec2,ivec2,float); Step #5: int sparseTextureGradOffsetClampARB(sampler2DRectShadow,vec3,vec2,vec2,ivec2,float,out float); 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: int sparseTextureGatherARB(sampler2DRectShadow,vec2,float,out vec4 ); Step #5: vec4 textureGatherOffset(sampler2DRectShadow,vec2,float,ivec2); Step #5: int sparseTextureGatherOffsetARB(sampler2DRectShadow,vec2,float,ivec2,out vec4 ); Step #5: vec4 textureGatherOffsets(sampler2DRectShadow,vec2,float,ivec2[4]); Step #5: int sparseTextureGatherOffsetsARB(sampler2DRectShadow,vec2,float,ivec2[4],out vec4 ); Step #5: ivec2 textureSize(f16sampler2DRectShadow); Step #5: float16_t texture(f16sampler2DRectShadow,vec3); Step #5: int sparseTextureARB(f16sampler2DRectShadow,vec3,out float16_t); Step #5: float16_t texture(f16sampler2DRectShadow,f16vec2,float); Step #5: int sparseTextureARB(f16sampler2DRectShadow,f16vec2,float,out float16_t); Step #5: float16_t textureGrad(f16sampler2DRectShadow,vec3,vec2,vec2); Step #5: int sparseTextureGradARB(f16sampler2DRectShadow,vec3,vec2,vec2,out float16_t); Step #5: float16_t textureGradClampARB(f16sampler2DRectShadow,vec3,vec2,vec2,float); Step #5: int sparseTextureGradClampARB(f16sampler2DRectShadow,vec3,vec2,vec2,float,out float16_t); Step #5: float16_t textureGrad(f16sampler2DRectShadow,f16vec2,float,f16vec2,f16vec2); Step #5: int sparseTextureGradARB(f16sampler2DRectShadow,f16vec2,float,f16vec2,f16vec2,out float16_t); Step #5: float16_t textureGradClampARB(f16sampler2DRectShadow,f16vec2,float,f16vec2,f16vec2,float16_t); Step #5: int sparseTextureGradClampARB(f16sampler2DRectShadow,f16vec2,float,f16vec2,f16vec2,float16_t,out float16_t); Step #5: float16_t textureOffset(f16sampler2DRectShadow,vec3,ivec2); Step #5: int sparseTextureOffsetARB(f16sampler2DRectShadow,vec3,ivec2,out float16_t); Step #5: float16_t textureOffset(f16sampler2DRectShadow,f16vec2,float,ivec2); Step #5: int sparseTextureOffsetARB(f16sampler2DRectShadow,f16vec2,float,ivec2,out float16_t); Step #5: float16_t textureGradOffset(f16sampler2DRectShadow,vec3,vec2,vec2,ivec2); Step #5: int sparseTextureGradOffsetARB(f16sampler2DRectShadow,vec3,vec2,vec2,ivec2,out float16_t); Step #5: float16_t textureGradOffsetClampARB(f16sampler2DRectShadow,vec3,vec2,vec2,ivec2,float); Step #5: int sparseTextureGradOffsetClampARB(f16sampler2DRectShadow,vec3,vec2,vec2,ivec2,float,out float16_t); Step #5: float16_t textureGradOffset(f16sampler2DRectShadow,f16vec2,float,f16vec2,f16vec2,ivec2); Step #5: int sparseTextureGradOffsetARB(f16sampler2DRectShadow,f16vec2,float,f16vec2,f16vec2,ivec2,out float16_t); Step #5: float16_t textureGradOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,f16vec2,f16vec2,ivec2,float16_t); Step #5: int sparseTextureGradOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,f16vec2,f16vec2,ivec2,float16_t,out float16_t); Step #5: float16_t textureProj(f16sampler2DRectShadow,vec4); Step #5: float16_t textureProj(f16sampler2DRectShadow,f16vec3,float); Step #5: float16_t textureProjGrad(f16sampler2DRectShadow,vec4,vec2,vec2); Step #5: float16_t textureProjGrad(f16sampler2DRectShadow,f16vec3,float,f16vec2,f16vec2); Step #5: float16_t textureProjOffset(f16sampler2DRectShadow,vec4,ivec2); Step #5: float16_t textureProjOffset(f16sampler2DRectShadow,f16vec3,float,ivec2); Step #5: float16_t textureProjGradOffset(f16sampler2DRectShadow,vec4,vec2,vec2,ivec2); Step #5: float16_t textureProjGradOffset(f16sampler2DRectShadow,f16vec3,float,f16vec2,f16vec2,ivec2); Step #5: f16vec4 textureGather(f16sampler2DRectShadow,vec2,float); Step #5: int sparseTextureGatherARB(f16sampler2DRectShadow,vec2,float,out f16vec4 ); Step #5: f16vec4 textureGatherOffset(f16sampler2DRectShadow,vec2,float,ivec2); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DRectShadow,vec2,float,ivec2,out f16vec4 ); Step #5: f16vec4 textureGatherOffsets(f16sampler2DRectShadow,vec2,float,ivec2[4]); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DRectShadow,vec2,float,ivec2[4],out f16vec4 ); Step #5: f16vec4 textureGather(f16sampler2DRectShadow,f16vec2,float); Step #5: int sparseTextureGatherARB(f16sampler2DRectShadow,f16vec2,float,out f16vec4 ); Step #5: f16vec4 textureGatherOffset(f16sampler2DRectShadow,f16vec2,float,ivec2); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DRectShadow,f16vec2,float,ivec2,out f16vec4 ); Step #5: f16vec4 textureGatherOffsets(f16sampler2DRectShadow,f16vec2,float,ivec2[4]); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DRectShadow,f16vec2,float,ivec2[4],out f16vec4 ); Step #5: ivec2 textureSize(sampler1DArrayShadow,int); Step #5: int textureQueryLevels(sampler1DArrayShadow); Step #5: float texture(sampler1DArrayShadow,vec3); Step #5: float textureGrad(sampler1DArrayShadow,vec3,float,float); Step #5: float textureGradClampARB(sampler1DArrayShadow,vec3,float,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int); Step #5: float textureGradOffset(sampler1DArrayShadow,vec3,float,float,int); Step #5: float textureGradOffsetClampARB(sampler1DArrayShadow,vec3,float,float,int,float); Step #5: float textureLod(sampler1DArrayShadow,vec3,float); Step #5: float textureLodOffset(sampler1DArrayShadow,vec3,float,int); Step #5: ivec2 textureSize(f16sampler1DArrayShadow,int); Step #5: int textureQueryLevels(f16sampler1DArrayShadow); Step #5: float16_t texture(f16sampler1DArrayShadow,vec3); Step #5: float16_t texture(f16sampler1DArrayShadow,f16vec2,float); Step #5: float16_t textureGrad(f16sampler1DArrayShadow,vec3,float,float); Step #5: float16_t textureGradClampARB(f16sampler1DArrayShadow,vec3,float,float,float); Step #5: float16_t textureGrad(f16sampler1DArrayShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureGradClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,vec3,int); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,f16vec2,float,int); Step #5: float16_t textureGradOffset(f16sampler1DArrayShadow,vec3,float,float,int); Step #5: float16_t textureGradOffsetClampARB(f16sampler1DArrayShadow,vec3,float,float,int,float); Step #5: float16_t textureGradOffset(f16sampler1DArrayShadow,f16vec2,float,float16_t,float16_t,int); Step #5: float16_t textureGradOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t,float16_t,int,float16_t); Step #5: float16_t textureLod(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureLod(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureLodOffset(f16sampler1DArrayShadow,vec3,float,int); Step #5: float16_t textureLodOffset(f16sampler1DArrayShadow,f16vec2,float,float16_t,int); Step #5: ivec3 textureSize(sampler2DArrayShadow,int); Step #5: int textureQueryLevels(sampler2DArrayShadow); Step #5: float texture(sampler2DArrayShadow,vec4); Step #5: int sparseTextureARB(sampler2DArrayShadow,vec4,out float); Step #5: float textureGrad(sampler2DArrayShadow,vec4,vec2,vec2); Step #5: int sparseTextureGradARB(sampler2DArrayShadow,vec4,vec2,vec2,out float); Step #5: float textureGradClampARB(sampler2DArrayShadow,vec4,vec2,vec2,float); Step #5: int sparseTextureGradClampARB(sampler2DArrayShadow,vec4,vec2,vec2,float,out float); Step #5: float textureOffset(sampler2DArrayShadow,vec4,ivec2); Step #5: int sparseTextureOffsetARB(sampler2DArrayShadow,vec4,ivec2,out float); Step #5: float textureGradOffset(sampler2DArrayShadow,vec4,vec2,vec2,ivec2); Step #5: int sparseTextureGradOffsetARB(sampler2DArrayShadow,vec4,vec2,vec2,ivec2,out float); Step #5: float textureGradOffsetClampARB(sampler2DArrayShadow,vec4,vec2,vec2,ivec2,float); Step #5: int sparseTextureGradOffsetClampARB(sampler2DArrayShadow,vec4,vec2,vec2,ivec2,float,out float); Step #5: vec4 textureGather(sampler2DArrayShadow,vec3,float); Step #5: int sparseTextureGatherARB(sampler2DArrayShadow,vec3,float,out vec4 ); Step #5: vec4 textureGatherOffset(sampler2DArrayShadow,vec3,float,ivec2); Step #5: int sparseTextureGatherOffsetARB(sampler2DArrayShadow,vec3,float,ivec2,out vec4 ); Step #5: vec4 textureGatherOffsets(sampler2DArrayShadow,vec3,float,ivec2[4]); Step #5: int sparseTextureGatherOffsetsARB(sampler2DArrayShadow,vec3,float,ivec2[4],out vec4 ); Step #5: ivec3 textureSize(f16sampler2DArrayShadow,int); Step #5: int textureQueryLevels(f16sampler2DArrayShadow); Step #5: float16_t texture(f16sampler2DArrayShadow,vec4); Step #5: int sparseTextureARB(f16sampler2DArrayShadow,vec4,out float16_t); Step #5: float16_t texture(f16sampler2DArrayShadow,f16vec3,float); Step #5: int sparseTextureARB(f16sampler2DArrayShadow,f16vec3,float,out float16_t); Step #5: float16_t textureGrad(f16sampler2DArrayShadow,vec4,vec2,vec2); Step #5: int sparseTextureGradARB(f16sampler2DArrayShadow,vec4,vec2,vec2,out float16_t); Step #5: float16_t textureGradClampARB(f16sampler2DArrayShadow,vec4,vec2,vec2,float); Step #5: int sparseTextureGradClampARB(f16sampler2DArrayShadow,vec4,vec2,vec2,float,out float16_t); Step #5: float16_t textureGrad(f16sampler2DArrayShadow,f16vec3,float,f16vec2,f16vec2); Step #5: int sparseTextureGradARB(f16sampler2DArrayShadow,f16vec3,float,f16vec2,f16vec2,out float16_t); Step #5: float16_t textureGradClampARB(f16sampler2DArrayShadow,f16vec3,float,f16vec2,f16vec2,float16_t); Step #5: int sparseTextureGradClampARB(f16sampler2DArrayShadow,f16vec3,float,f16vec2,f16vec2,float16_t,out float16_t); Step #5: float16_t textureOffset(f16sampler2DArrayShadow,vec4,ivec2); Step #5: int sparseTextureOffsetARB(f16sampler2DArrayShadow,vec4,ivec2,out float16_t); Step #5: float16_t textureOffset(f16sampler2DArrayShadow,f16vec3,float,ivec2); Step #5: int sparseTextureOffsetARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,out float16_t); Step #5: float16_t textureGradOffset(f16sampler2DArrayShadow,vec4,vec2,vec2,ivec2); Step #5: int sparseTextureGradOffsetARB(f16sampler2DArrayShadow,vec4,vec2,vec2,ivec2,out float16_t); Step #5: float16_t textureGradOffsetClampARB(f16sampler2DArrayShadow,vec4,vec2,vec2,ivec2,float); Step #5: int sparseTextureGradOffsetClampARB(f16sampler2DArrayShadow,vec4,vec2,vec2,ivec2,float,out float16_t); Step #5: float16_t textureGradOffset(f16sampler2DArrayShadow,f16vec3,float,f16vec2,f16vec2,ivec2); Step #5: int sparseTextureGradOffsetARB(f16sampler2DArrayShadow,f16vec3,float,f16vec2,f16vec2,ivec2,out float16_t); Step #5: float16_t textureGradOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,f16vec2,f16vec2,ivec2,float16_t); Step #5: int sparseTextureGradOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,f16vec2,f16vec2,ivec2,float16_t,out float16_t); Step #5: f16vec4 textureGather(f16sampler2DArrayShadow,vec3,float); Step #5: int sparseTextureGatherARB(f16sampler2DArrayShadow,vec3,float,out f16vec4 ); Step #5: f16vec4 textureGatherOffset(f16sampler2DArrayShadow,vec3,float,ivec2); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArrayShadow,vec3,float,ivec2,out f16vec4 ); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArrayShadow,vec3,float,ivec2[4]); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArrayShadow,vec3,float,ivec2[4],out f16vec4 ); Step #5: f16vec4 textureGather(f16sampler2DArrayShadow,f16vec3,float); Step #5: int sparseTextureGatherARB(f16sampler2DArrayShadow,f16vec3,float,out f16vec4 ); Step #5: f16vec4 textureGatherOffset(f16sampler2DArrayShadow,f16vec3,float,ivec2); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,out f16vec4 ); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArrayShadow,f16vec3,float,ivec2[4]); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArrayShadow,f16vec3,float,ivec2[4],out f16vec4 ); Step #5: ivec3 textureSize(samplerCubeArrayShadow,int); Step #5: int textureQueryLevels(samplerCubeArrayShadow); Step #5: float texture(samplerCubeArrayShadow,vec4,float); Step #5: int sparseTextureARB(samplerCubeArrayShadow,vec4,float,out float); Step #5: float textureGrad(samplerCubeArrayShadow,vec4,float,vec3,vec3); Step #5: int sparseTextureGradARB(samplerCubeArrayShadow,vec4,float,vec3,vec3,out float); Step #5: float textureGradClampARB(samplerCubeArrayShadow,vec4,float,vec3,vec3,float); Step #5: int sparseTextureGradClampARB(samplerCubeArrayShadow,vec4,float,vec3,vec3,float,out float); Step #5: vec4 textureGather(samplerCubeArrayShadow,vec4,float); Step #5: int sparseTextureGatherARB(samplerCubeArrayShadow,vec4,float,out vec4 ); Step #5: ivec3 textureSize(f16samplerCubeArrayShadow,int); Step #5: int textureQueryLevels(f16samplerCubeArrayShadow); Step #5: float16_t texture(f16samplerCubeArrayShadow,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeArrayShadow,vec4,float,out float16_t); Step #5: float16_t texture(f16samplerCubeArrayShadow,f16vec4,float); Step #5: int sparseTextureARB(f16samplerCubeArrayShadow,f16vec4,float,out float16_t); Step #5: float16_t textureGrad(f16samplerCubeArrayShadow,vec4,float,vec3,vec3); Step #5: int sparseTextureGradARB(f16samplerCubeArrayShadow,vec4,float,vec3,vec3,out float16_t); Step #5: float16_t textureGradClampARB(f16samplerCubeArrayShadow,vec4,float,vec3,vec3,float); Step #5: int sparseTextureGradClampARB(f16samplerCubeArrayShadow,vec4,float,vec3,vec3,float,out float16_t); Step #5: float16_t textureGrad(f16samplerCubeArrayShadow,f16vec4,float,f16vec3,f16vec3); Step #5: int sparseTextureGradARB(f16samplerCubeArrayShadow,f16vec4,float,f16vec3,f16vec3,out float16_t); Step #5: float16_t textureGradClampARB(f16samplerCubeArrayShadow,f16vec4,float,f16vec3,f16vec3,float16_t); Step #5: int sparseTextureGradClampARB(f16samplerCubeArrayShadow,f16vec4,float,f16vec3,f16vec3,float16_t,out float16_t); Step #5: f16vec4 textureGather(f16samplerCubeArrayShadow,vec4,float); Step #5: int sparseTextureGatherARB(f16samplerCubeArrayShadow,vec4,float,out f16vec4 ); Step #5: f16vec4 textureGather(f16samplerCubeArrayShadow,f16vec4,float); Step #5: int sparseTextureGatherARB(f16samplerCubeArrayShadow,f16vec4,float,out f16vec4 ); Step #5: int imageSize(readonly writeonly volatile coherent nontemporal image1D); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image1D, int); Step #5: void imageStore(writeonly volatile coherent nontemporal image1D, int, vec4); Step #5: f16vec2 imageAtomicAdd(volatile coherent nontemporal image1D, int, f16vec2); Step #5: f16vec2 imageAtomicMin(volatile coherent nontemporal image1D, int, f16vec2); Step #5: f16vec2 imageAtomicMax(volatile coherent nontemporal image1D, int, f16vec2); Step #5: f16vec2 imageAtomicExchange(volatile coherent nontemporal image1D, int, f16vec2); Step #5: f16vec4 imageAtomicAdd(volatile coherent nontemporal image1D, int, f16vec4); Step #5: f16vec4 imageAtomicMin(volatile coherent nontemporal image1D, int, f16vec4); Step #5: f16vec4 imageAtomicMax(volatile coherent nontemporal image1D, int, f16vec4); Step #5: f16vec4 imageAtomicExchange(volatile coherent nontemporal image1D, int, f16vec4); Step #5: float imageAtomicAdd(volatile coherent nontemporal image1D, int, float); Step #5: float imageAtomicAdd(volatile coherent nontemporal image1D, int, float, int, int, int); Step #5: float imageAtomicExchange(volatile coherent nontemporal image1D, int, float); Step #5: float imageAtomicExchange(volatile coherent nontemporal image1D, int, float, int, int, int); Step #5: float imageAtomicLoad(readonly volatile coherent nontemporal image1D, int, int, int, int); Step #5: void imageAtomicStore(writeonly volatile coherent nontemporal image1D, int, float, int, int, int); Step #5: float imageAtomicMin(volatile coherent nontemporal image1D, int, float); Step #5: float imageAtomicMin(volatile coherent nontemporal image1D, int, float, int, int, int); Step #5: float imageAtomicMax(volatile coherent nontemporal image1D, int, float); Step #5: float imageAtomicMax(volatile coherent nontemporal image1D, int, float, int, int, int); Step #5: vec4 imageLoadLodAMD(readonly volatile coherent nontemporal image1D, int, int); Step #5: void imageStoreLodAMD(writeonly volatile coherent nontemporal image1D, int, int, vec4); Step #5: int imageSize(readonly writeonly volatile coherent nontemporal iimage1D); 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: ivec4 imageLoadLodAMD(readonly volatile coherent nontemporal iimage1D, int, int); Step #5: void imageStoreLodAMD(writeonly volatile coherent nontemporal iimage1D, int, int, ivec4); Step #5: int imageSize(readonly writeonly volatile coherent nontemporal uimage1D); 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: uvec4 imageLoadLodAMD(readonly volatile coherent nontemporal uimage1D, int, int); Step #5: void imageStoreLodAMD(writeonly volatile coherent nontemporal uimage1D, int, int, uvec4); Step #5: int imageSize(readonly writeonly volatile coherent nontemporal f16image1D); Step #5: f16vec4 imageLoad(readonly volatile coherent nontemporal f16image1D, int); Step #5: void imageStore(writeonly volatile coherent nontemporal f16image1D, int, f16vec4); Step #5: f16vec2 imageAtomicAdd(volatile coherent nontemporal f16image1D, int, f16vec2); Step #5: f16vec2 imageAtomicMin(volatile coherent nontemporal f16image1D, int, f16vec2); Step #5: f16vec2 imageAtomicMax(volatile coherent nontemporal f16image1D, int, f16vec2); Step #5: f16vec2 imageAtomicExchange(volatile coherent nontemporal f16image1D, int, f16vec2); Step #5: f16vec4 imageAtomicAdd(volatile coherent nontemporal f16image1D, int, f16vec4); Step #5: f16vec4 imageAtomicMin(volatile coherent nontemporal f16image1D, int, f16vec4); Step #5: f16vec4 imageAtomicMax(volatile coherent nontemporal f16image1D, int, f16vec4); Step #5: f16vec4 imageAtomicExchange(volatile coherent nontemporal f16image1D, int, f16vec4); Step #5: float imageAtomicAdd(volatile coherent nontemporal f16image1D, int, float); Step #5: float imageAtomicAdd(volatile coherent nontemporal f16image1D, int, float, int, int, int); Step #5: float imageAtomicExchange(volatile coherent nontemporal f16image1D, int, float); Step #5: float imageAtomicExchange(volatile coherent nontemporal f16image1D, int, float, int, int, int); Step #5: float imageAtomicLoad(readonly volatile coherent nontemporal f16image1D, int, int, int, int); Step #5: void imageAtomicStore(writeonly volatile coherent nontemporal f16image1D, int, float, int, int, int); Step #5: float imageAtomicMin(volatile coherent nontemporal f16image1D, int, float); Step #5: float imageAtomicMin(volatile coherent nontemporal f16image1D, int, float, int, int, int); Step #5: float imageAtomicMax(volatile coherent nontemporal f16image1D, int, float); Step #5: float imageAtomicMax(volatile coherent nontemporal f16image1D, int, float, int, int, int); Step #5: f16vec4 imageLoadLodAMD(readonly volatile coherent nontemporal f16image1D, int, int); Step #5: void imageStoreLodAMD(writeonly volatile coherent nontemporal f16image1D, int, int, f16vec4); Step #5: ivec2 imageSize(readonly writeonly volatile coherent nontemporal image2D); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal image2D, ivec2, vec4); Step #5: int sparseImageLoadARB(readonly volatile coherent nontemporal image2D, ivec2, out vec4); Step #5: f16vec2 imageAtomicAdd(volatile coherent nontemporal image2D, ivec2, f16vec2); Step #5: f16vec2 imageAtomicMin(volatile coherent nontemporal image2D, ivec2, f16vec2); Step #5: f16vec2 imageAtomicMax(volatile coherent nontemporal image2D, ivec2, f16vec2); Step #5: f16vec2 imageAtomicExchange(volatile coherent nontemporal image2D, ivec2, f16vec2); Step #5: f16vec4 imageAtomicAdd(volatile coherent nontemporal image2D, ivec2, f16vec4); Step #5: f16vec4 imageAtomicMin(volatile coherent nontemporal image2D, ivec2, f16vec4); Step #5: f16vec4 imageAtomicMax(volatile coherent nontemporal image2D, ivec2, f16vec4); Step #5: f16vec4 imageAtomicExchange(volatile coherent nontemporal image2D, ivec2, f16vec4); Step #5: float imageAtomicAdd(volatile coherent nontemporal image2D, ivec2, float); Step #5: float imageAtomicAdd(volatile coherent nontemporal image2D, ivec2, float, int, int, int); Step #5: float imageAtomicExchange(volatile coherent nontemporal image2D, ivec2, float); Step #5: float imageAtomicExchange(volatile coherent nontemporal image2D, ivec2, float, int, int, int); Step #5: float imageAtomicLoad(readonly volatile coherent nontemporal image2D, ivec2, int, int, int); Step #5: void imageAtomicStore(writeonly volatile coherent nontemporal image2D, ivec2, float, int, int, int); Step #5: float imageAtomicMin(volatile coherent nontemporal image2D, ivec2, float); Step #5: float imageAtomicMin(volatile coherent nontemporal image2D, ivec2, float, int, int, int); Step #5: float imageAtomicMax(volatile coherent nontemporal image2D, ivec2, float); Step #5: float imageAtomicMax(volatile coherent nontemporal image2D, ivec2, float, int, int, int); Step #5: vec4 imageLoadLodAMD(readonly volatile coherent nontemporal image2D, ivec2, int); Step #5: void imageStoreLodAMD(writeonly volatile coherent nontemporal image2D, ivec2, int, vec4); Step #5: int sparseImageLoadLodAMD(readonly volatile coherent nontemporal image2D, ivec2, int, out vec4); Step #5: ivec2 imageSize(readonly writeonly volatile coherent nontemporal iimage2D); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2D, ivec2, ivec4); Step #5: int sparseImageLoadARB(readonly volatile coherent nontemporal iimage2D, ivec2, out 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: ivec4 imageLoadLodAMD(readonly volatile coherent nontemporal iimage2D, ivec2, int); Step #5: void imageStoreLodAMD(writeonly volatile coherent nontemporal iimage2D, ivec2, int, ivec4); Step #5: int sparseImageLoadLodAMD(readonly volatile coherent nontemporal iimage2D, ivec2, int, out ivec4); Step #5: ivec2 imageSize(readonly writeonly volatile coherent nontemporal uimage2D); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2D, ivec2, uvec4); Step #5: int sparseImageLoadARB(readonly volatile coherent nontemporal uimage2D, ivec2, out 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: uvec4 imageLoadLodAMD(readonly volatile coherent nontemporal uimage2D, ivec2, int); Step #5: void imageStoreLodAMD(writeonly volatile coherent nontemporal uimage2D, ivec2, int, uvec4); Step #5: int sparseImageLoadLodAMD(readonly volatile coherent nontemporal uimage2D, ivec2, int, out uvec4); Step #5: ivec2 imageSize(readonly writeonly volatile coherent nontemporal f16image2D); Step #5: f16vec4 imageLoad(readonly volatile coherent nontemporal f16image2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal f16image2D, ivec2, f16vec4); Step #5: int sparseImageLoadARB(readonly volatile coherent nontemporal f16image2D, ivec2, out f16vec4); Step #5: f16vec2 imageAtomicAdd(volatile coherent nontemporal f16image2D, ivec2, f16vec2); Step #5: f16vec2 imageAtomicMin(volatile coherent nontemporal f16image2D, ivec2, f16vec2); Step #5: f16vec2 imageAtomicMax(volatile coherent nontemporal f16image2D, ivec2, f16vec2); Step #5: f16vec2 imageAtomicExchange(volatile coherent nontemporal f16image2D, ivec2, f16vec2); Step #5: f16vec4 imageAtomicAdd(volatile coherent nontemporal f16image2D, ivec2, f16vec4); Step #5: f16vec4 imageAtomicMin(volatile coherent nontemporal f16image2D, ivec2, f16vec4); Step #5: f16vec4 imageAtomicMax(volatile coherent nontemporal f16image2D, ivec2, f16vec4); Step #5: f16vec4 imageAtomicExchange(volatile coherent nontemporal f16image2D, ivec2, f16vec4); Step #5: float imageAtomicAdd(volatile coherent nontemporal f16image2D, ivec2, float); Step #5: float imageAtomicAdd(volatile coherent nontemporal f16image2D, ivec2, float, int, int, int); Step #5: float imageAtomicExchange(volatile coherent nontemporal f16image2D, ivec2, float); Step #5: float imageAtomicExchange(volatile coherent nontemporal f16image2D, ivec2, float, int, int, int); Step #5: float imageAtomicLoad(readonly volatile coherent nontemporal f16image2D, ivec2, int, int, int); Step #5: void imageAtomicStore(writeonly volatile coherent nontemporal f16image2D, ivec2, float, int, int, int); Step #5: float imageAtomicMin(volatile coherent nontemporal f16image2D, ivec2, float); Step #5: float imageAtomicMin(volatile coherent nontemporal f16image2D, ivec2, float, int, int, int); Step #5: float imageAtomicMax(volatile coherent nontemporal f16image2D, ivec2, float); Step #5: float imageAtomicMax(volatile coherent nontemporal f16image2D, ivec2, float, int, int, int); Step #5: f16vec4 imageLoadLodAMD(readonly volatile coherent nontemporal f16image2D, ivec2, int); Step #5: void imageStoreLodAMD(writeonly volatile coherent nontemporal f16image2D, ivec2, int, f16vec4); Step #5: int sparseImageLoadLodAMD(readonly volatile coherent nontemporal f16image2D, ivec2, int, out f16vec4); Step #5: ivec3 imageSize(readonly writeonly volatile coherent nontemporal image3D); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal image3D, ivec3, vec4); Step #5: int sparseImageLoadARB(readonly volatile coherent nontemporal image3D, ivec3, out vec4); Step #5: f16vec2 imageAtomicAdd(volatile coherent nontemporal image3D, ivec3, f16vec2); Step #5: f16vec2 imageAtomicMin(volatile coherent nontemporal image3D, ivec3, f16vec2); Step #5: f16vec2 imageAtomicMax(volatile coherent nontemporal image3D, ivec3, f16vec2); Step #5: f16vec2 imageAtomicExchange(volatile coherent nontemporal image3D, ivec3, f16vec2); Step #5: f16vec4 imageAtomicAdd(volatile coherent nontemporal image3D, ivec3, f16vec4); Step #5: f16vec4 imageAtomicMin(volatile coherent nontemporal image3D, ivec3, f16vec4); Step #5: f16vec4 imageAtomicMax(volatile coherent nontemporal image3D, ivec3, f16vec4); Step #5: f16vec4 imageAtomicExchange(volatile coherent nontemporal image3D, ivec3, f16vec4); Step #5: float imageAtomicAdd(volatile coherent nontemporal image3D, ivec3, float); Step #5: float imageAtomicAdd(volatile coherent nontemporal image3D, ivec3, float, int, int, int); Step #5: float imageAtomicExchange(volatile coherent nontemporal image3D, ivec3, float); Step #5: float imageAtomicExchange(volatile coherent nontemporal image3D, ivec3, float, int, int, int); Step #5: float imageAtomicLoad(readonly volatile coherent nontemporal image3D, ivec3, int, int, int); Step #5: void imageAtomicStore(writeonly volatile coherent nontemporal image3D, ivec3, float, int, int, int); Step #5: float imageAtomicMin(volatile coherent nontemporal image3D, ivec3, float); Step #5: float imageAtomicMin(volatile coherent nontemporal image3D, ivec3, float, int, int, int); Step #5: float imageAtomicMax(volatile coherent nontemporal image3D, ivec3, float); Step #5: float imageAtomicMax(volatile coherent nontemporal image3D, ivec3, float, int, int, int); Step #5: vec4 imageLoadLodAMD(readonly volatile coherent nontemporal image3D, ivec3, int); Step #5: void imageStoreLodAMD(writeonly volatile coherent nontemporal image3D, ivec3, int, vec4); Step #5: int sparseImageLoadLodAMD(readonly volatile coherent nontemporal image3D, ivec3, int, out vec4); Step #5: ivec3 imageSize(readonly writeonly volatile coherent nontemporal iimage3D); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage3D, ivec3, ivec4); Step #5: int sparseImageLoadARB(readonly volatile coherent nontemporal iimage3D, ivec3, out 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: ivec4 imageLoadLodAMD(readonly volatile coherent nontemporal iimage3D, ivec3, int); Step #5: void imageStoreLodAMD(writeonly volatile coherent nontemporal iimage3D, ivec3, int, ivec4); Step #5: int sparseImageLoadLodAMD(readonly volatile coherent nontemporal iimage3D, ivec3, int, out ivec4); Step #5: ivec3 imageSize(readonly writeonly volatile coherent nontemporal uimage3D); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage3D, ivec3, uvec4); Step #5: int sparseImageLoadARB(readonly volatile coherent nontemporal uimage3D, ivec3, out 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: uvec4 imageLoadLodAMD(readonly volatile coherent nontemporal uimage3D, ivec3, int); Step #5: void imageStoreLodAMD(writeonly volatile coherent nontemporal uimage3D, ivec3, int, uvec4); Step #5: int sparseImageLoadLodAMD(readonly volatile coherent nontemporal uimage3D, ivec3, int, out uvec4); Step #5: ivec3 imageSize(readonly writeonly volatile coherent nontemporal f16image3D); Step #5: f16vec4 imageLoad(readonly volatile coherent nontemporal f16image3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal f16image3D, ivec3, f16vec4); Step #5: int sparseImageLoadARB(readonly volatile coherent nontemporal f16image3D, ivec3, out f16vec4); Step #5: f16vec2 imageAtomicAdd(volatile coherent nontemporal f16image3D, ivec3, f16vec2); Step #5: f16vec2 imageAtomicMin(volatile coherent nontemporal f16image3D, ivec3, f16vec2); Step #5: f16vec2 imageAtomicMax(volatile coherent nontemporal f16image3D, ivec3, f16vec2); Step #5: f16vec2 imageAtomicExchange(volatile coherent nontemporal f16image3D, ivec3, f16vec2); Step #5: f16vec4 imageAtomicAdd(volatile coherent nontemporal f16image3D, ivec3, f16vec4); Step #5: f16vec4 imageAtomicMin(volatile coherent nontemporal f16image3D, ivec3, f16vec4); Step #5: f16vec4 imageAtomicMax(volatile coherent nontemporal f16image3D, ivec3, f16vec4); Step #5: f16vec4 imageAtomicExchange(volatile coherent nontemporal f16image3D, ivec3, f16vec4); Step #5: float imageAtomicAdd(volatile coherent nontemporal f16image3D, ivec3, float); Step #5: float imageAtomicAdd(volatile coherent nontemporal f16image3D, ivec3, float, int, int, int); Step #5: float imageAtomicExchange(volatile coherent nontemporal f16image3D, ivec3, float); Step #5: float imageAtomicExchange(volatile coherent nontemporal f16image3D, ivec3, float, int, int, int); Step #5: float imageAtomicLoad(readonly volatile coherent nontemporal f16image3D, ivec3, int, int, int); Step #5: void imageAtomicStore(writeonly volatile coherent nontemporal f16image3D, ivec3, float, int, int, int); Step #5: float imageAtomicMin(volatile coherent nontemporal f16image3D, ivec3, float); Step #5: float imageAtomicMin(volatile coherent nontemporal f16image3D, ivec3, float, int, int, int); Step #5: float imageAtomicMax(volatile coherent nontemporal f16image3D, ivec3, float); Step #5: float imageAtomicMax(volatile coherent nontemporal f16image3D, ivec3, float, int, int, int); Step #5: f16vec4 imageLoadLodAMD(readonly volatile coherent nontemporal f16image3D, ivec3, int); Step #5: void imageStoreLodAMD(writeonly volatile coherent nontemporal f16image3D, ivec3, int, f16vec4); Step #5: int sparseImageLoadLodAMD(readonly volatile coherent nontemporal f16image3D, ivec3, int, out f16vec4); Step #5: ivec2 imageSize(readonly writeonly volatile coherent nontemporal imageCube); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal imageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal imageCube, ivec3, vec4); Step #5: int sparseImageLoadARB(readonly volatile coherent nontemporal imageCube, ivec3, out vec4); Step #5: f16vec2 imageAtomicAdd(volatile coherent nontemporal imageCube, ivec3, f16vec2); Step #5: f16vec2 imageAtomicMin(volatile coherent nontemporal imageCube, ivec3, f16vec2); Step #5: f16vec2 imageAtomicMax(volatile coherent nontemporal imageCube, ivec3, f16vec2); Step #5: f16vec2 imageAtomicExchange(volatile coherent nontemporal imageCube, ivec3, f16vec2); Step #5: f16vec4 imageAtomicAdd(volatile coherent nontemporal imageCube, ivec3, f16vec4); Step #5: f16vec4 imageAtomicMin(volatile coherent nontemporal imageCube, ivec3, f16vec4); Step #5: f16vec4 imageAtomicMax(volatile coherent nontemporal imageCube, ivec3, f16vec4); Step #5: f16vec4 imageAtomicExchange(volatile coherent nontemporal imageCube, ivec3, f16vec4); Step #5: float imageAtomicAdd(volatile coherent nontemporal imageCube, ivec3, float); Step #5: float imageAtomicAdd(volatile coherent nontemporal imageCube, ivec3, float, int, int, int); Step #5: float imageAtomicExchange(volatile coherent nontemporal imageCube, ivec3, float); Step #5: float imageAtomicExchange(volatile coherent nontemporal imageCube, ivec3, float, int, int, int); Step #5: float imageAtomicLoad(readonly volatile coherent nontemporal imageCube, ivec3, int, int, int); Step #5: void imageAtomicStore(writeonly volatile coherent nontemporal imageCube, ivec3, float, int, int, int); Step #5: float imageAtomicMin(volatile coherent nontemporal imageCube, ivec3, float); Step #5: float imageAtomicMin(volatile coherent nontemporal imageCube, ivec3, float, int, int, int); Step #5: float imageAtomicMax(volatile coherent nontemporal imageCube, ivec3, float); Step #5: float imageAtomicMax(volatile coherent nontemporal imageCube, ivec3, float, int, int, int); Step #5: vec4 imageLoadLodAMD(readonly volatile coherent nontemporal imageCube, ivec3, int); Step #5: void imageStoreLodAMD(writeonly volatile coherent nontemporal imageCube, ivec3, int, vec4); Step #5: int sparseImageLoadLodAMD(readonly volatile coherent nontemporal imageCube, ivec3, int, out vec4); Step #5: ivec2 imageSize(readonly writeonly volatile coherent nontemporal iimageCube); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimageCube, ivec3, ivec4); Step #5: int sparseImageLoadARB(readonly volatile coherent nontemporal iimageCube, ivec3, out 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: ivec4 imageLoadLodAMD(readonly volatile coherent nontemporal iimageCube, ivec3, int); Step #5: void imageStoreLodAMD(writeonly volatile coherent nontemporal iimageCube, ivec3, int, ivec4); Step #5: int sparseImageLoadLodAMD(readonly volatile coherent nontemporal iimageCube, ivec3, int, out ivec4); Step #5: ivec2 imageSize(readonly writeonly volatile coherent nontemporal uimageCube); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimageCube, ivec3, uvec4); Step #5: int sparseImageLoadARB(readonly volatile coherent nontemporal uimageCube, ivec3, out 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: uvec4 imageLoadLodAMD(readonly volatile coherent nontemporal uimageCube, ivec3, int); Step #5: void imageStoreLodAMD(writeonly volatile coherent nontemporal uimageCube, ivec3, int, uvec4); Step #5: int sparseImageLoadLodAMD(readonly volatile coherent nontemporal uimageCube, ivec3, int, out uvec4); Step #5: ivec2 imageSize(readonly writeonly volatile coherent nontemporal f16imageCube); Step #5: f16vec4 imageLoad(readonly volatile coherent nontemporal f16imageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal f16imageCube, ivec3, f16vec4); Step #5: int sparseImageLoadARB(readonly volatile coherent nontemporal f16imageCube, ivec3, out f16vec4); Step #5: f16vec2 imageAtomicAdd(volatile coherent nontemporal f16imageCube, ivec3, f16vec2); Step #5: f16vec2 imageAtomicMin(volatile coherent nontemporal f16imageCube, ivec3, f16vec2); Step #5: f16vec2 imageAtomicMax(volatile coherent nontemporal f16imageCube, ivec3, f16vec2); Step #5: f16vec2 imageAtomicExchange(volatile coherent nontemporal f16imageCube, ivec3, f16vec2); Step #5: f16vec4 imageAtomicAdd(volatile coherent nontemporal f16imageCube, ivec3, f16vec4); Step #5: f16vec4 imageAtomicMin(volatile coherent nontemporal f16imageCube, ivec3, f16vec4); Step #5: f16vec4 imageAtomicMax(volatile coherent nontemporal f16imageCube, ivec3, f16vec4); Step #5: f16vec4 imageAtomicExchange(volatile coherent nontemporal f16imageCube, ivec3, f16vec4); Step #5: float imageAtomicAdd(volatile coherent nontemporal f16imageCube, ivec3, float); Step #5: float imageAtomicAdd(volatile coherent nontemporal f16imageCube, ivec3, float, int, int, int); Step #5: float imageAtomicExchange(volatile coherent nontemporal f16imageCube, ivec3, float); Step #5: float imageAtomicExchange(volatile coherent nontemporal f16imageCube, ivec3, float, int, int, int); Step #5: float imageAtomicLoad(readonly volatile coherent nontemporal f16imageCube, ivec3, int, int, int); Step #5: void imageAtomicStore(writeonly volatile coherent nontemporal f16imageCube, ivec3, float, int, int, int); Step #5: float imageAtomicMin(volatile coherent nontemporal f16imageCube, ivec3, float); Step #5: float imageAtomicMin(volatile coherent nontemporal f16imageCube, ivec3, float, int, int, int); Step #5: float imageAtomicMax(volatile coherent nontemporal f16imageCube, ivec3, float); Step #5: float imageAtomicMax(volatile coherent nontemporal f16imageCube, ivec3, float, int, int, int); Step #5: f16vec4 imageLoadLodAMD(readonly volatile coherent nontemporal f16imageCube, ivec3, int); Step #5: void imageStoreLodAMD(writeonly volatile coherent nontemporal f16imageCube, ivec3, int, f16vec4); Step #5: int sparseImageLoadLodAMD(readonly volatile coherent nontemporal f16imageCube, ivec3, int, out f16vec4); Step #5: ivec2 imageSize(readonly writeonly volatile coherent nontemporal image2DRect); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2DRect, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DRect, ivec2, vec4); Step #5: int sparseImageLoadARB(readonly volatile coherent nontemporal image2DRect, ivec2, out vec4); Step #5: f16vec2 imageAtomicAdd(volatile coherent nontemporal image2DRect, ivec2, f16vec2); Step #5: f16vec2 imageAtomicMin(volatile coherent nontemporal image2DRect, ivec2, f16vec2); Step #5: f16vec2 imageAtomicMax(volatile coherent nontemporal image2DRect, ivec2, f16vec2); Step #5: f16vec2 imageAtomicExchange(volatile coherent nontemporal image2DRect, ivec2, f16vec2); Step #5: f16vec4 imageAtomicAdd(volatile coherent nontemporal image2DRect, ivec2, f16vec4); Step #5: f16vec4 imageAtomicMin(volatile coherent nontemporal image2DRect, ivec2, f16vec4); Step #5: f16vec4 imageAtomicMax(volatile coherent nontemporal image2DRect, ivec2, f16vec4); Step #5: f16vec4 imageAtomicExchange(volatile coherent nontemporal image2DRect, ivec2, f16vec4); Step #5: float imageAtomicAdd(volatile coherent nontemporal image2DRect, ivec2, float); Step #5: float imageAtomicAdd(volatile coherent nontemporal image2DRect, ivec2, float, int, int, int); Step #5: float imageAtomicExchange(volatile coherent nontemporal image2DRect, ivec2, float); Step #5: float imageAtomicExchange(volatile coherent nontemporal image2DRect, ivec2, float, int, int, int); Step #5: float imageAtomicLoad(readonly volatile coherent nontemporal image2DRect, ivec2, int, int, int); Step #5: void imageAtomicStore(writeonly volatile coherent nontemporal image2DRect, ivec2, float, int, int, int); Step #5: float imageAtomicMin(volatile coherent nontemporal image2DRect, ivec2, float); Step #5: float imageAtomicMin(volatile coherent nontemporal image2DRect, ivec2, float, int, int, int); Step #5: float imageAtomicMax(volatile coherent nontemporal image2DRect, ivec2, float); Step #5: float imageAtomicMax(volatile coherent nontemporal image2DRect, ivec2, float, int, int, int); Step #5: ivec2 imageSize(readonly writeonly volatile coherent nontemporal iimage2DRect); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2DRect, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2DRect, ivec2, ivec4); Step #5: int sparseImageLoadARB(readonly volatile coherent nontemporal iimage2DRect, ivec2, out 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: ivec2 imageSize(readonly writeonly volatile coherent nontemporal uimage2DRect); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2DRect, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2DRect, ivec2, uvec4); Step #5: int sparseImageLoadARB(readonly volatile coherent nontemporal uimage2DRect, ivec2, out 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: ivec2 imageSize(readonly writeonly volatile coherent nontemporal f16image2DRect); Step #5: f16vec4 imageLoad(readonly volatile coherent nontemporal f16image2DRect, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal f16image2DRect, ivec2, f16vec4); Step #5: int sparseImageLoadARB(readonly volatile coherent nontemporal f16image2DRect, ivec2, out f16vec4); Step #5: f16vec2 imageAtomicAdd(volatile coherent nontemporal f16image2DRect, ivec2, f16vec2); Step #5: f16vec2 imageAtomicMin(volatile coherent nontemporal f16image2DRect, ivec2, f16vec2); Step #5: f16vec2 imageAtomicMax(volatile coherent nontemporal f16image2DRect, ivec2, f16vec2); Step #5: f16vec2 imageAtomicExchange(volatile coherent nontemporal f16image2DRect, ivec2, f16vec2); Step #5: f16vec4 imageAtomicAdd(volatile coherent nontemporal f16image2DRect, ivec2, f16vec4); Step #5: f16vec4 imageAtomicMin(volatile coherent nontemporal f16image2DRect, ivec2, f16vec4); Step #5: f16vec4 imageAtomicMax(volatile coherent nontemporal f16image2DRect, ivec2, f16vec4); Step #5: f16vec4 imageAtomicExchange(volatile coherent nontemporal f16image2DRect, ivec2, f16vec4); Step #5: float imageAtomicAdd(volatile coherent nontemporal f16image2DRect, ivec2, float); Step #5: float imageAtomicAdd(volatile coherent nontemporal f16image2DRect, ivec2, float, int, int, int); Step #5: float imageAtomicExchange(volatile coherent nontemporal f16image2DRect, ivec2, float); Step #5: float imageAtomicExchange(volatile coherent nontemporal f16image2DRect, ivec2, float, int, int, int); Step #5: float imageAtomicLoad(readonly volatile coherent nontemporal f16image2DRect, ivec2, int, int, int); Step #5: void imageAtomicStore(writeonly volatile coherent nontemporal f16image2DRect, ivec2, float, int, int, int); Step #5: float imageAtomicMin(volatile coherent nontemporal f16image2DRect, ivec2, float); Step #5: float imageAtomicMin(volatile coherent nontemporal f16image2DRect, ivec2, float, int, int, int); Step #5: float imageAtomicMax(volatile coherent nontemporal f16image2DRect, ivec2, float); Step #5: float imageAtomicMax(volatile coherent nontemporal f16image2DRect, ivec2, float, int, int, int); Step #5: int imageSize(readonly writeonly volatile coherent nontemporal imageBuffer); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal imageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal imageBuffer, int, vec4); Step #5: f16vec2 imageAtomicAdd(volatile coherent nontemporal imageBuffer, int, f16vec2); Step #5: f16vec2 imageAtomicMin(volatile coherent nontemporal imageBuffer, int, f16vec2); Step #5: f16vec2 imageAtomicMax(volatile coherent nontemporal imageBuffer, int, f16vec2); Step #5: f16vec2 imageAtomicExchange(volatile coherent nontemporal imageBuffer, int, f16vec2); Step #5: f16vec4 imageAtomicAdd(volatile coherent nontemporal imageBuffer, int, f16vec4); Step #5: f16vec4 imageAtomicMin(volatile coherent nontemporal imageBuffer, int, f16vec4); Step #5: f16vec4 imageAtomicMax(volatile coherent nontemporal imageBuffer, int, f16vec4); Step #5: f16vec4 imageAtomicExchange(volatile coherent nontemporal imageBuffer, int, f16vec4); Step #5: float imageAtomicAdd(volatile coherent nontemporal imageBuffer, int, float); Step #5: float imageAtomicAdd(volatile coherent nontemporal imageBuffer, int, float, int, int, int); Step #5: float imageAtomicExchange(volatile coherent nontemporal imageBuffer, int, float); Step #5: float imageAtomicExchange(volatile coherent nontemporal imageBuffer, int, float, int, int, int); Step #5: float imageAtomicLoad(readonly volatile coherent nontemporal imageBuffer, int, int, int, int); Step #5: void imageAtomicStore(writeonly volatile coherent nontemporal imageBuffer, int, float, int, int, int); Step #5: float imageAtomicMin(volatile coherent nontemporal imageBuffer, int, float); Step #5: float imageAtomicMin(volatile coherent nontemporal imageBuffer, int, float, int, int, int); Step #5: float imageAtomicMax(volatile coherent nontemporal imageBuffer, int, float); Step #5: float imageAtomicMax(volatile coherent nontemporal imageBuffer, int, float, int, int, int); Step #5: int imageSize(readonly writeonly volatile coherent nontemporal iimageBuffer); 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: int imageSize(readonly writeonly volatile coherent nontemporal uimageBuffer); 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: int imageSize(readonly writeonly volatile coherent nontemporal f16imageBuffer); Step #5: f16vec4 imageLoad(readonly volatile coherent nontemporal f16imageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal f16imageBuffer, int, f16vec4); Step #5: f16vec2 imageAtomicAdd(volatile coherent nontemporal f16imageBuffer, int, f16vec2); Step #5: f16vec2 imageAtomicMin(volatile coherent nontemporal f16imageBuffer, int, f16vec2); Step #5: f16vec2 imageAtomicMax(volatile coherent nontemporal f16imageBuffer, int, f16vec2); Step #5: f16vec2 imageAtomicExchange(volatile coherent nontemporal f16imageBuffer, int, f16vec2); Step #5: f16vec4 imageAtomicAdd(volatile coherent nontemporal f16imageBuffer, int, f16vec4); Step #5: f16vec4 imageAtomicMin(volatile coherent nontemporal f16imageBuffer, int, f16vec4); Step #5: f16vec4 imageAtomicMax(volatile coherent nontemporal f16imageBuffer, int, f16vec4); Step #5: f16vec4 imageAtomicExchange(volatile coherent nontemporal f16imageBuffer, int, f16vec4); Step #5: float imageAtomicAdd(volatile coherent nontemporal f16imageBuffer, int, float); Step #5: float imageAtomicAdd(volatile coherent nontemporal f16imageBuffer, int, float, int, int, int); Step #5: float imageAtomicExchange(volatile coherent nontemporal f16imageBuffer, int, float); Step #5: float imageAtomicExchange(volatile coherent nontemporal f16imageBuffer, int, float, int, int, int); Step #5: float imageAtomicLoad(readonly volatile coherent nontemporal f16imageBuffer, int, int, int, int); Step #5: void imageAtomicStore(writeonly volatile coherent nontemporal f16imageBuffer, int, float, int, int, int); Step #5: float imageAtomicMin(volatile coherent nontemporal f16imageBuffer, int, float); Step #5: float imageAtomicMin(volatile coherent nontemporal f16imageBuffer, int, float, int, int, int); Step #5: float imageAtomicMax(volatile coherent nontemporal f16imageBuffer, int, float); Step #5: float imageAtomicMax(volatile coherent nontemporal f16imageBuffer, int, float, int, int, int); Step #5: ivec2 imageSize(readonly writeonly volatile coherent nontemporal image1DArray); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image1DArray, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal image1DArray, ivec2, vec4); Step #5: f16vec2 imageAtomicAdd(volatile coherent nontemporal image1DArray, ivec2, f16vec2); Step #5: f16vec2 imageAtomicMin(volatile coherent nontemporal image1DArray, ivec2, f16vec2); Step #5: f16vec2 imageAtomicMax(volatile coherent nontemporal image1DArray, ivec2, f16vec2); Step #5: f16vec2 imageAtomicExchange(volatile coherent nontemporal image1DArray, ivec2, f16vec2); Step #5: f16vec4 imageAtomicAdd(volatile coherent nontemporal image1DArray, ivec2, f16vec4); Step #5: f16vec4 imageAtomicMin(volatile coherent nontemporal image1DArray, ivec2, f16vec4); Step #5: f16vec4 imageAtomicMax(volatile coherent nontemporal image1DArray, ivec2, f16vec4); Step #5: f16vec4 imageAtomicExchange(volatile coherent nontemporal image1DArray, ivec2, f16vec4); Step #5: float imageAtomicAdd(volatile coherent nontemporal image1DArray, ivec2, float); Step #5: float imageAtomicAdd(volatile coherent nontemporal image1DArray, ivec2, float, int, int, int); Step #5: float imageAtomicExchange(volatile coherent nontemporal image1DArray, ivec2, float); Step #5: float imageAtomicExchange(volatile coherent nontemporal image1DArray, ivec2, float, int, int, int); Step #5: float imageAtomicLoad(readonly volatile coherent nontemporal image1DArray, ivec2, int, int, int); Step #5: void imageAtomicStore(writeonly volatile coherent nontemporal image1DArray, ivec2, float, int, int, int); Step #5: float imageAtomicMin(volatile coherent nontemporal image1DArray, ivec2, float); Step #5: float imageAtomicMin(volatile coherent nontemporal image1DArray, ivec2, float, int, int, int); Step #5: float imageAtomicMax(volatile coherent nontemporal image1DArray, ivec2, float); Step #5: float imageAtomicMax(volatile coherent nontemporal image1DArray, ivec2, float, int, int, int); Step #5: vec4 imageLoadLodAMD(readonly volatile coherent nontemporal image1DArray, ivec2, int); Step #5: void imageStoreLodAMD(writeonly volatile coherent nontemporal image1DArray, ivec2, int, vec4); Step #5: ivec2 imageSize(readonly writeonly volatile coherent nontemporal iimage1DArray); 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: ivec4 imageLoadLodAMD(readonly volatile coherent nontemporal iimage1DArray, ivec2, int); Step #5: void imageStoreLodAMD(writeonly volatile coherent nontemporal iimage1DArray, ivec2, int, ivec4); Step #5: ivec2 imageSize(readonly writeonly volatile coherent nontemporal uimage1DArray); 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: uvec4 imageLoadLodAMD(readonly volatile coherent nontemporal uimage1DArray, ivec2, int); Step #5: void imageStoreLodAMD(writeonly volatile coherent nontemporal uimage1DArray, ivec2, int, uvec4); Step #5: ivec2 imageSize(readonly writeonly volatile coherent nontemporal f16image1DArray); Step #5: f16vec4 imageLoad(readonly volatile coherent nontemporal f16image1DArray, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal f16image1DArray, ivec2, f16vec4); Step #5: f16vec2 imageAtomicAdd(volatile coherent nontemporal f16image1DArray, ivec2, f16vec2); Step #5: f16vec2 imageAtomicMin(volatile coherent nontemporal f16image1DArray, ivec2, f16vec2); Step #5: f16vec2 imageAtomicMax(volatile coherent nontemporal f16image1DArray, ivec2, f16vec2); Step #5: f16vec2 imageAtomicExchange(volatile coherent nontemporal f16image1DArray, ivec2, f16vec2); Step #5: f16vec4 imageAtomicAdd(volatile coherent nontemporal f16image1DArray, ivec2, f16vec4); Step #5: f16vec4 imageAtomicMin(volatile coherent nontemporal f16image1DArray, ivec2, f16vec4); Step #5: f16vec4 imageAtomicMax(volatile coherent nontemporal f16image1DArray, ivec2, f16vec4); Step #5: f16vec4 imageAtomicExchange(volatile coherent nontemporal f16image1DArray, ivec2, f16vec4); Step #5: float imageAtomicAdd(volatile coherent nontemporal f16image1DArray, ivec2, float); Step #5: float imageAtomicAdd(volatile coherent nontemporal f16image1DArray, ivec2, float, int, int, int); Step #5: float imageAtomicExchange(volatile coherent nontemporal f16image1DArray, ivec2, float); Step #5: float imageAtomicExchange(volatile coherent nontemporal f16image1DArray, ivec2, float, int, int, int); Step #5: float imageAtomicLoad(readonly volatile coherent nontemporal f16image1DArray, ivec2, int, int, int); Step #5: void imageAtomicStore(writeonly volatile coherent nontemporal f16image1DArray, ivec2, float, int, int, int); Step #5: float imageAtomicMin(volatile coherent nontemporal f16image1DArray, ivec2, float); Step #5: float imageAtomicMin(volatile coherent nontemporal f16image1DArray, ivec2, float, int, int, int); Step #5: float imageAtomicMax(volatile coherent nontemporal f16image1DArray, ivec2, float); Step #5: float imageAtomicMax(volatile coherent nontemporal f16image1DArray, ivec2, float, int, int, int); Step #5: f16vec4 imageLoadLodAMD(readonly volatile coherent nontemporal f16image1DArray, ivec2, int); Step #5: void imageStoreLodAMD(writeonly volatile coherent nontemporal f16image1DArray, ivec2, int, f16vec4); Step #5: ivec3 imageSize(readonly writeonly volatile coherent nontemporal image2DArray); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DArray, ivec3, vec4); Step #5: int sparseImageLoadARB(readonly volatile coherent nontemporal image2DArray, ivec3, out vec4); Step #5: f16vec2 imageAtomicAdd(volatile coherent nontemporal image2DArray, ivec3, f16vec2); Step #5: f16vec2 imageAtomicMin(volatile coherent nontemporal image2DArray, ivec3, f16vec2); Step #5: f16vec2 imageAtomicMax(volatile coherent nontemporal image2DArray, ivec3, f16vec2); Step #5: f16vec2 imageAtomicExchange(volatile coherent nontemporal image2DArray, ivec3, f16vec2); Step #5: f16vec4 imageAtomicAdd(volatile coherent nontemporal image2DArray, ivec3, f16vec4); Step #5: f16vec4 imageAtomicMin(volatile coherent nontemporal image2DArray, ivec3, f16vec4); Step #5: f16vec4 imageAtomicMax(volatile coherent nontemporal image2DArray, ivec3, f16vec4); Step #5: f16vec4 imageAtomicExchange(volatile coherent nontemporal image2DArray, ivec3, f16vec4); Step #5: float imageAtomicAdd(volatile coherent nontemporal image2DArray, ivec3, float); Step #5: float imageAtomicAdd(volatile coherent nontemporal image2DArray, ivec3, float, int, int, int); Step #5: float imageAtomicExchange(volatile coherent nontemporal image2DArray, ivec3, float); Step #5: float imageAtomicExchange(volatile coherent nontemporal image2DArray, ivec3, float, int, int, int); Step #5: float imageAtomicLoad(readonly volatile coherent nontemporal image2DArray, ivec3, int, int, int); Step #5: void imageAtomicStore(writeonly volatile coherent nontemporal image2DArray, ivec3, float, int, int, int); Step #5: float imageAtomicMin(volatile coherent nontemporal image2DArray, ivec3, float); Step #5: float imageAtomicMin(volatile coherent nontemporal image2DArray, ivec3, float, int, int, int); Step #5: float imageAtomicMax(volatile coherent nontemporal image2DArray, ivec3, float); Step #5: float imageAtomicMax(volatile coherent nontemporal image2DArray, ivec3, float, int, int, int); Step #5: vec4 imageLoadLodAMD(readonly volatile coherent nontemporal image2DArray, ivec3, int); Step #5: void imageStoreLodAMD(writeonly volatile coherent nontemporal image2DArray, ivec3, int, vec4); Step #5: int sparseImageLoadLodAMD(readonly volatile coherent nontemporal image2DArray, ivec3, int, out vec4); Step #5: ivec3 imageSize(readonly writeonly volatile coherent nontemporal iimage2DArray); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2DArray, ivec3, ivec4); Step #5: int sparseImageLoadARB(readonly volatile coherent nontemporal iimage2DArray, ivec3, out 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: ivec4 imageLoadLodAMD(readonly volatile coherent nontemporal iimage2DArray, ivec3, int); Step #5: void imageStoreLodAMD(writeonly volatile coherent nontemporal iimage2DArray, ivec3, int, ivec4); Step #5: int sparseImageLoadLodAMD(readonly volatile coherent nontemporal iimage2DArray, ivec3, int, out ivec4); Step #5: ivec3 imageSize(readonly writeonly volatile coherent nontemporal uimage2DArray); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2DArray, ivec3, uvec4); Step #5: int sparseImageLoadARB(readonly volatile coherent nontemporal uimage2DArray, ivec3, out 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: uvec4 imageLoadLodAMD(readonly volatile coherent nontemporal uimage2DArray, ivec3, int); Step #5: void imageStoreLodAMD(writeonly volatile coherent nontemporal uimage2DArray, ivec3, int, uvec4); Step #5: int sparseImageLoadLodAMD(readonly volatile coherent nontemporal uimage2DArray, ivec3, int, out uvec4); Step #5: ivec3 imageSize(readonly writeonly volatile coherent nontemporal f16image2DArray); Step #5: f16vec4 imageLoad(readonly volatile coherent nontemporal f16image2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal f16image2DArray, ivec3, f16vec4); Step #5: int sparseImageLoadARB(readonly volatile coherent nontemporal f16image2DArray, ivec3, out f16vec4); Step #5: f16vec2 imageAtomicAdd(volatile coherent nontemporal f16image2DArray, ivec3, f16vec2); Step #5: f16vec2 imageAtomicMin(volatile coherent nontemporal f16image2DArray, ivec3, f16vec2); Step #5: f16vec2 imageAtomicMax(volatile coherent nontemporal f16image2DArray, ivec3, f16vec2); Step #5: f16vec2 imageAtomicExchange(volatile coherent nontemporal f16image2DArray, ivec3, f16vec2); Step #5: f16vec4 imageAtomicAdd(volatile coherent nontemporal f16image2DArray, ivec3, f16vec4); Step #5: f16vec4 imageAtomicMin(volatile coherent nontemporal f16image2DArray, ivec3, f16vec4); Step #5: f16vec4 imageAtomicMax(volatile coherent nontemporal f16image2DArray, ivec3, f16vec4); Step #5: f16vec4 imageAtomicExchange(volatile coherent nontemporal f16image2DArray, ivec3, f16vec4); Step #5: float imageAtomicAdd(volatile coherent nontemporal f16image2DArray, ivec3, float); Step #5: float imageAtomicAdd(volatile coherent nontemporal f16image2DArray, ivec3, float, int, int, int); Step #5: float imageAtomicExchange(volatile coherent nontemporal f16image2DArray, ivec3, float); Step #5: float imageAtomicExchange(volatile coherent nontemporal f16image2DArray, ivec3, float, int, int, int); Step #5: float imageAtomicLoad(readonly volatile coherent nontemporal f16image2DArray, ivec3, int, int, int); Step #5: void imageAtomicStore(writeonly volatile coherent nontemporal f16image2DArray, ivec3, float, int, int, int); Step #5: float imageAtomicMin(volatile coherent nontemporal f16image2DArray, ivec3, float); Step #5: float imageAtomicMin(volatile coherent nontemporal f16image2DArray, ivec3, float, int, int, int); Step #5: float imageAtomicMax(volatile coherent nontemporal f16image2DArray, ivec3, float); Step #5: float imageAtomicMax(volatile coherent nontemporal f16image2DArray, ivec3, float, int, int, int); Step #5: f16vec4 imageLoadLodAMD(readonly volatile coherent nontemporal f16image2DArray, ivec3, int); Step #5: void imageStoreLodAMD(writeonly volatile coherent nontemporal f16image2DArray, ivec3, int, f16vec4); Step #5: int sparseImageLoadLodAMD(readonly volatile coherent nontemporal f16image2DArray, ivec3, int, out f16vec4); Step #5: ivec3 imageSize(readonly writeonly volatile coherent nontemporal imageCubeArray); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal imageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal imageCubeArray, ivec3, vec4); Step #5: int sparseImageLoadARB(readonly volatile coherent nontemporal imageCubeArray, ivec3, out vec4); Step #5: f16vec2 imageAtomicAdd(volatile coherent nontemporal imageCubeArray, ivec3, f16vec2); Step #5: f16vec2 imageAtomicMin(volatile coherent nontemporal imageCubeArray, ivec3, f16vec2); Step #5: f16vec2 imageAtomicMax(volatile coherent nontemporal imageCubeArray, ivec3, f16vec2); Step #5: f16vec2 imageAtomicExchange(volatile coherent nontemporal imageCubeArray, ivec3, f16vec2); Step #5: f16vec4 imageAtomicAdd(volatile coherent nontemporal imageCubeArray, ivec3, f16vec4); Step #5: f16vec4 imageAtomicMin(volatile coherent nontemporal imageCubeArray, ivec3, f16vec4); Step #5: f16vec4 imageAtomicMax(volatile coherent nontemporal imageCubeArray, ivec3, f16vec4); Step #5: f16vec4 imageAtomicExchange(volatile coherent nontemporal imageCubeArray, ivec3, f16vec4); Step #5: float imageAtomicAdd(volatile coherent nontemporal imageCubeArray, ivec3, float); Step #5: float imageAtomicAdd(volatile coherent nontemporal imageCubeArray, ivec3, float, int, int, int); Step #5: float imageAtomicExchange(volatile coherent nontemporal imageCubeArray, ivec3, float); Step #5: float imageAtomicExchange(volatile coherent nontemporal imageCubeArray, ivec3, float, int, int, int); Step #5: float imageAtomicLoad(readonly volatile coherent nontemporal imageCubeArray, ivec3, int, int, int); Step #5: void imageAtomicStore(writeonly volatile coherent nontemporal imageCubeArray, ivec3, float, int, int, int); Step #5: float imageAtomicMin(volatile coherent nontemporal imageCubeArray, ivec3, float); Step #5: float imageAtomicMin(volatile coherent nontemporal imageCubeArray, ivec3, float, int, int, int); Step #5: float imageAtomicMax(volatile coherent nontemporal imageCubeArray, ivec3, float); Step #5: float imageAtomicMax(volatile coherent nontemporal imageCubeArray, ivec3, float, int, int, int); Step #5: vec4 imageLoadLodAMD(readonly volatile coherent nontemporal imageCubeArray, ivec3, int); Step #5: void imageStoreLodAMD(writeonly volatile coherent nontemporal imageCubeArray, ivec3, int, vec4); Step #5: int sparseImageLoadLodAMD(readonly volatile coherent nontemporal imageCubeArray, ivec3, int, out vec4); Step #5: ivec3 imageSize(readonly writeonly volatile coherent nontemporal iimageCubeArray); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimageCubeArray, ivec3, ivec4); Step #5: int sparseImageLoadARB(readonly volatile coherent nontemporal iimageCubeArray, ivec3, out 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: ivec4 imageLoadLodAMD(readonly volatile coherent nontemporal iimageCubeArray, ivec3, int); Step #5: void imageStoreLodAMD(writeonly volatile coherent nontemporal iimageCubeArray, ivec3, int, ivec4); Step #5: int sparseImageLoadLodAMD(readonly volatile coherent nontemporal iimageCubeArray, ivec3, int, out ivec4); Step #5: ivec3 imageSize(readonly writeonly volatile coherent nontemporal uimageCubeArray); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimageCubeArray, ivec3, uvec4); Step #5: int sparseImageLoadARB(readonly volatile coherent nontemporal uimageCubeArray, ivec3, out 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: uvec4 imageLoadLodAMD(readonly volatile coherent nontemporal uimageCubeArray, ivec3, int); Step #5: void imageStoreLodAMD(writeonly volatile coherent nontemporal uimageCubeArray, ivec3, int, uvec4); Step #5: int sparseImageLoadLodAMD(readonly volatile coherent nontemporal uimageCubeArray, ivec3, int, out uvec4); Step #5: ivec3 imageSize(readonly writeonly volatile coherent nontemporal f16imageCubeArray); Step #5: f16vec4 imageLoad(readonly volatile coherent nontemporal f16imageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal f16imageCubeArray, ivec3, f16vec4); Step #5: int sparseImageLoadARB(readonly volatile coherent nontemporal f16imageCubeArray, ivec3, out f16vec4); Step #5: f16vec2 imageAtomicAdd(volatile coherent nontemporal f16imageCubeArray, ivec3, f16vec2); Step #5: f16vec2 imageAtomicMin(volatile coherent nontemporal f16imageCubeArray, ivec3, f16vec2); Step #5: f16vec2 imageAtomicMax(volatile coherent nontemporal f16imageCubeArray, ivec3, f16vec2); Step #5: f16vec2 imageAtomicExchange(volatile coherent nontemporal f16imageCubeArray, ivec3, f16vec2); Step #5: f16vec4 imageAtomicAdd(volatile coherent nontemporal f16imageCubeArray, ivec3, f16vec4); Step #5: f16vec4 imageAtomicMin(volatile coherent nontemporal f16imageCubeArray, ivec3, f16vec4); Step #5: f16vec4 imageAtomicMax(volatile coherent nontemporal f16imageCubeArray, ivec3, f16vec4); Step #5: f16vec4 imageAtomicExchange(volatile coherent nontemporal f16imageCubeArray, ivec3, f16vec4); Step #5: float imageAtomicAdd(volatile coherent nontemporal f16imageCubeArray, ivec3, float); Step #5: float imageAtomicAdd(volatile coherent nontemporal f16imageCubeArray, ivec3, float, int, int, int); Step #5: float imageAtomicExchange(volatile coherent nontemporal f16imageCubeArray, ivec3, float); Step #5: float imageAtomicExchange(volatile coherent nontemporal f16imageCubeArray, ivec3, float, int, int, int); Step #5: float imageAtomicLoad(readonly volatile coherent nontemporal f16imageCubeArray, ivec3, int, int, int); Step #5: void imageAtomicStore(writeonly volatile coherent nontemporal f16imageCubeArray, ivec3, float, int, int, int); Step #5: float imageAtomicMin(volatile coherent nontemporal f16imageCubeArray, ivec3, float); Step #5: float imageAtomicMin(volatile coherent nontemporal f16imageCubeArray, ivec3, float, int, int, int); Step #5: float imageAtomicMax(volatile coherent nontemporal f16imageCubeArray, ivec3, float); Step #5: float imageAtomicMax(volatile coherent nontemporal f16imageCubeArray, ivec3, float, int, int, int); Step #5: f16vec4 imageLoadLodAMD(readonly volatile coherent nontemporal f16imageCubeArray, ivec3, int); Step #5: void imageStoreLodAMD(writeonly volatile coherent nontemporal f16imageCubeArray, ivec3, int, f16vec4); Step #5: int sparseImageLoadLodAMD(readonly volatile coherent nontemporal f16imageCubeArray, ivec3, int, out f16vec4); Step #5: ivec2 imageSize(readonly writeonly volatile coherent nontemporal image2DMS); Step #5: int imageSamples(readonly writeonly volatile coherent nontemporal image2DMS); 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: int sparseImageLoadARB(readonly volatile coherent nontemporal image2DMS, ivec2, int, out vec4); Step #5: f16vec2 imageAtomicAdd(volatile coherent nontemporal image2DMS, ivec2, int, f16vec2); Step #5: f16vec2 imageAtomicMin(volatile coherent nontemporal image2DMS, ivec2, int, f16vec2); Step #5: f16vec2 imageAtomicMax(volatile coherent nontemporal image2DMS, ivec2, int, f16vec2); Step #5: f16vec2 imageAtomicExchange(volatile coherent nontemporal image2DMS, ivec2, int, f16vec2); Step #5: f16vec4 imageAtomicAdd(volatile coherent nontemporal image2DMS, ivec2, int, f16vec4); Step #5: f16vec4 imageAtomicMin(volatile coherent nontemporal image2DMS, ivec2, int, f16vec4); Step #5: f16vec4 imageAtomicMax(volatile coherent nontemporal image2DMS, ivec2, int, f16vec4); Step #5: f16vec4 imageAtomicExchange(volatile coherent nontemporal image2DMS, ivec2, int, f16vec4); Step #5: float imageAtomicAdd(volatile coherent nontemporal image2DMS, ivec2, int, float); Step #5: float imageAtomicAdd(volatile coherent nontemporal image2DMS, ivec2, int, float, int, int, int); Step #5: float imageAtomicExchange(volatile coherent nontemporal image2DMS, ivec2, int, float); Step #5: float imageAtomicExchange(volatile coherent nontemporal image2DMS, ivec2, int, float, int, int, int); Step #5: float imageAtomicLoad(readonly volatile coherent nontemporal image2DMS, ivec2, int, int, int, int); Step #5: void imageAtomicStore(writeonly volatile coherent nontemporal image2DMS, ivec2, int, float, int, int, int); Step #5: float imageAtomicMin(volatile coherent nontemporal image2DMS, ivec2, int, float); Step #5: float imageAtomicMin(volatile coherent nontemporal image2DMS, ivec2, int, float, int, int, int); Step #5: float imageAtomicMax(volatile coherent nontemporal image2DMS, ivec2, int, float); Step #5: float imageAtomicMax(volatile coherent nontemporal image2DMS, ivec2, int, float, int, int, int); Step #5: ivec2 imageSize(readonly writeonly volatile coherent nontemporal iimage2DMS); Step #5: int imageSamples(readonly writeonly volatile coherent nontemporal iimage2DMS); 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: int sparseImageLoadARB(readonly volatile coherent nontemporal iimage2DMS, ivec2, int, out 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: ivec2 imageSize(readonly writeonly volatile coherent nontemporal uimage2DMS); Step #5: int imageSamples(readonly writeonly volatile coherent nontemporal uimage2DMS); 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: int sparseImageLoadARB(readonly volatile coherent nontemporal uimage2DMS, ivec2, int, out 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: ivec2 imageSize(readonly writeonly volatile coherent nontemporal f16image2DMS); Step #5: int imageSamples(readonly writeonly volatile coherent nontemporal f16image2DMS); Step #5: f16vec4 imageLoad(readonly volatile coherent nontemporal f16image2DMS, ivec2, int); Step #5: void imageStore(writeonly volatile coherent nontemporal f16image2DMS, ivec2, int, f16vec4); Step #5: int sparseImageLoadARB(readonly volatile coherent nontemporal f16image2DMS, ivec2, int, out f16vec4); Step #5: f16vec2 imageAtomicAdd(volatile coherent nontemporal f16image2DMS, ivec2, int, f16vec2); Step #5: f16vec2 imageAtomicMin(volatile coherent nontemporal f16image2DMS, ivec2, int, f16vec2); Step #5: f16vec2 imageAtomicMax(volatile coherent nontemporal f16image2DMS, ivec2, int, f16vec2); Step #5: f16vec2 imageAtomicExchange(volatile coherent nontemporal f16image2DMS, ivec2, int, f16vec2); Step #5: f16vec4 imageAtomicAdd(volatile coherent nontemporal f16image2DMS, ivec2, int, f16vec4); Step #5: f16vec4 imageAtomicMin(volatile coherent nontemporal f16image2DMS, ivec2, int, f16vec4); Step #5: f16vec4 imageAtomicMax(volatile coherent nontemporal f16image2DMS, ivec2, int, f16vec4); Step #5: f16vec4 imageAtomicExchange(volatile coherent nontemporal f16image2DMS, ivec2, int, f16vec4); Step #5: float imageAtomicAdd(volatile coherent nontemporal f16image2DMS, ivec2, int, float); Step #5: float imageAtomicAdd(volatile coherent nontemporal f16image2DMS, ivec2, int, float, int, int, int); Step #5: float imageAtomicExchange(volatile coherent nontemporal f16image2DMS, ivec2, int, float); Step #5: float imageAtomicExchange(volatile coherent nontemporal f16image2DMS, ivec2, int, float, int, int, int); Step #5: float imageAtomicLoad(readonly volatile coherent nontemporal f16image2DMS, ivec2, int, int, int, int); Step #5: void imageAtomicStore(writeonly volatile coherent nontemporal f16image2DMS, ivec2, int, float, int, int, int); Step #5: float imageAtomicMin(volatile coherent nontemporal f16image2DMS, ivec2, int, float); Step #5: float imageAtomicMin(volatile coherent nontemporal f16image2DMS, ivec2, int, float, int, int, int); Step #5: float imageAtomicMax(volatile coherent nontemporal f16image2DMS, ivec2, int, float); Step #5: float imageAtomicMax(volatile coherent nontemporal f16image2DMS, ivec2, int, float, int, int, int); Step #5: ivec3 imageSize(readonly writeonly volatile coherent nontemporal image2DMSArray); Step #5: int imageSamples(readonly writeonly volatile coherent nontemporal image2DMSArray); 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: int sparseImageLoadARB(readonly volatile coherent nontemporal image2DMSArray, ivec3, int, out vec4); Step #5: f16vec2 imageAtomicAdd(volatile coherent nontemporal image2DMSArray, ivec3, int, f16vec2); Step #5: f16vec2 imageAtomicMin(volatile coherent nontemporal image2DMSArray, ivec3, int, f16vec2); Step #5: f16vec2 imageAtomicMax(volatile coherent nontemporal image2DMSArray, ivec3, int, f16vec2); Step #5: f16vec2 imageAtomicExchange(volatile coherent nontemporal image2DMSArray, ivec3, int, f16vec2); Step #5: f16vec4 imageAtomicAdd(volatile coherent nontemporal image2DMSArray, ivec3, int, f16vec4); Step #5: f16vec4 imageAtomicMin(volatile coherent nontemporal image2DMSArray, ivec3, int, f16vec4); Step #5: f16vec4 imageAtomicMax(volatile coherent nontemporal image2DMSArray, ivec3, int, f16vec4); Step #5: f16vec4 imageAtomicExchange(volatile coherent nontemporal image2DMSArray, ivec3, int, f16vec4); Step #5: float imageAtomicAdd(volatile coherent nontemporal image2DMSArray, ivec3, int, float); Step #5: float imageAtomicAdd(volatile coherent nontemporal image2DMSArray, ivec3, int, float, int, int, int); Step #5: float imageAtomicExchange(volatile coherent nontemporal image2DMSArray, ivec3, int, float); Step #5: float imageAtomicExchange(volatile coherent nontemporal image2DMSArray, ivec3, int, float, int, int, int); Step #5: float imageAtomicLoad(readonly volatile coherent nontemporal image2DMSArray, ivec3, int, int, int, int); Step #5: void imageAtomicStore(writeonly volatile coherent nontemporal image2DMSArray, ivec3, int, float, int, int, int); Step #5: float imageAtomicMin(volatile coherent nontemporal image2DMSArray, ivec3, int, float); Step #5: float imageAtomicMin(volatile coherent nontemporal image2DMSArray, ivec3, int, float, int, int, int); Step #5: float imageAtomicMax(volatile coherent nontemporal image2DMSArray, ivec3, int, float); Step #5: float imageAtomicMax(volatile coherent nontemporal image2DMSArray, ivec3, int, float, int, int, int); Step #5: ivec3 imageSize(readonly writeonly volatile coherent nontemporal iimage2DMSArray); Step #5: int imageSamples(readonly writeonly volatile coherent nontemporal iimage2DMSArray); 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: int sparseImageLoadARB(readonly volatile coherent nontemporal iimage2DMSArray, ivec3, int, out 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: ivec3 imageSize(readonly writeonly volatile coherent nontemporal uimage2DMSArray); Step #5: int imageSamples(readonly writeonly volatile coherent nontemporal uimage2DMSArray); 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: int sparseImageLoadARB(readonly volatile coherent nontemporal uimage2DMSArray, ivec3, int, out 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: ivec3 imageSize(readonly writeonly volatile coherent nontemporal f16image2DMSArray); Step #5: int imageSamples(readonly writeonly volatile coherent nontemporal f16image2DMSArray); Step #5: f16vec4 imageLoad(readonly volatile coherent nontemporal f16image2DMSArray, ivec3, int); Step #5: void imageStore(writeonly volatile coherent nontemporal f16image2DMSArray, ivec3, int, f16vec4); Step #5: int sparseImageLoadARB(readonly volatile coherent nontemporal f16image2DMSArray, ivec3, int, out f16vec4); Step #5: f16vec2 imageAtomicAdd(volatile coherent nontemporal f16image2DMSArray, ivec3, int, f16vec2); Step #5: f16vec2 imageAtomicMin(volatile coherent nontemporal f16image2DMSArray, ivec3, int, f16vec2); Step #5: f16vec2 imageAtomicMax(volatile coherent nontemporal f16image2DMSArray, ivec3, int, f16vec2); Step #5: f16vec2 imageAtomicExchange(volatile coherent nontemporal f16image2DMSArray, ivec3, int, f16vec2); Step #5: f16vec4 imageAtomicAdd(volatile coherent nontemporal f16image2DMSArray, ivec3, int, f16vec4); Step #5: f16vec4 imageAtomicMin(volatile coherent nontemporal f16image2DMSArray, ivec3, int, f16vec4); Step #5: f16vec4 imageAtomicMax(volatile coherent nontemporal f16image2DMSArray, ivec3, int, f16vec4); Step #5: f16vec4 imageAtomicExchange(volatile coherent nontemporal f16image2DMSArray, ivec3, int, f16vec4); Step #5: float imageAtomicAdd(volatile coherent nontemporal f16image2DMSArray, ivec3, int, float); Step #5: float imageAtomicAdd(volatile coherent nontemporal f16image2DMSArray, ivec3, int, float, int, int, int); Step #5: float imageAtomicExchange(volatile coherent nontemporal f16image2DMSArray, ivec3, int, float); Step #5: float imageAtomicExchange(volatile coherent nontemporal f16image2DMSArray, ivec3, int, float, int, int, int); Step #5: float imageAtomicLoad(readonly volatile coherent nontemporal f16image2DMSArray, ivec3, int, int, int, int); Step #5: void imageAtomicStore(writeonly volatile coherent nontemporal f16image2DMSArray, ivec3, int, float, int, int, int); Step #5: float imageAtomicMin(volatile coherent nontemporal f16image2DMSArray, ivec3, int, float); Step #5: float imageAtomicMin(volatile coherent nontemporal f16image2DMSArray, ivec3, int, float, int, int, int); Step #5: float imageAtomicMax(volatile coherent nontemporal f16image2DMSArray, ivec3, int, float); Step #5: float imageAtomicMax(volatile coherent nontemporal f16image2DMSArray, ivec3, int, float, int, int, int); Step #5: bool sparseTexelsResidentARB(int code); Step #5: const int gl_ScopeDevice = 1; Step #5: const int gl_ScopeWorkgroup = 2; Step #5: const int gl_ScopeSubgroup = 3; Step #5: const int gl_ScopeInvocation = 4; Step #5: const int gl_ScopeQueueFamily = 5; Step #5: const int gl_ScopeShaderCallEXT = 6; Step #5: const int gl_SemanticsRelaxed = 0x0; Step #5: const int gl_SemanticsAcquire = 0x2; Step #5: const int gl_SemanticsRelease = 0x4; Step #5: const int gl_SemanticsAcquireRelease = 0x8; Step #5: const int gl_SemanticsMakeAvailable = 0x2000; Step #5: const int gl_SemanticsMakeVisible = 0x4000; Step #5: const int gl_SemanticsVolatile = 0x8000; Step #5: const int gl_StorageSemanticsNone = 0x0; Step #5: const int gl_StorageSemanticsBuffer = 0x40; Step #5: const int gl_StorageSemanticsShared = 0x100; Step #5: const int gl_StorageSemanticsImage = 0x800; Step #5: const int gl_StorageSemanticsOutput = 0x1000; Step #5: int imageSize(readonly writeonly volatile coherent nontemporal i64image1D); Step #5: i64vec4 imageLoad(readonly volatile coherent nontemporal i64image1D, int); Step #5: void imageStore(writeonly volatile coherent nontemporal i64image1D, int, i64vec4); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image1D, int, highp int64_t); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image1D, int, highp int64_t); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image1D, int, highp int64_t); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image1D, int, highp int64_t); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image1D, int, highp int64_t); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image1D, int, highp int64_t); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image1D, int, highp int64_t); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image1D, int, highp int64_t, highp int64_t); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image1D, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image1D, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image1D, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image1D, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image1D, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image1D, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image1D, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image1D, int, highp int64_t, highp int64_t, int, int, int, int, int); Step #5: highp int64_t imageAtomicLoad(volatile coherent nontemporal i64image1D, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal i64image1D, int, highp int64_t, int, int, int); Step #5: i64vec4 imageLoadLodAMD(readonly volatile coherent nontemporal i64image1D, int, int); Step #5: void imageStoreLodAMD(writeonly volatile coherent nontemporal i64image1D, int, int, i64vec4); Step #5: int imageSize(readonly writeonly volatile coherent nontemporal u64image1D); Step #5: u64vec4 imageLoad(readonly volatile coherent nontemporal u64image1D, int); Step #5: void imageStore(writeonly volatile coherent nontemporal u64image1D, int, u64vec4); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image1D, int, highp uint64_t); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image1D, int, highp uint64_t); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image1D, int, highp uint64_t); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image1D, int, highp uint64_t); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image1D, int, highp uint64_t); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image1D, int, highp uint64_t); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image1D, int, highp uint64_t); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image1D, int, highp uint64_t, highp uint64_t); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image1D, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image1D, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image1D, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image1D, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image1D, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image1D, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image1D, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image1D, int, highp uint64_t, highp uint64_t, int, int, int, int, int); Step #5: highp uint64_t imageAtomicLoad(volatile coherent nontemporal u64image1D, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal u64image1D, int, highp uint64_t, int, int, int); Step #5: u64vec4 imageLoadLodAMD(readonly volatile coherent nontemporal u64image1D, int, int); Step #5: void imageStoreLodAMD(writeonly volatile coherent nontemporal u64image1D, int, int, u64vec4); Step #5: ivec2 imageSize(readonly writeonly volatile coherent nontemporal i64image2D); Step #5: i64vec4 imageLoad(readonly volatile coherent nontemporal i64image2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal i64image2D, ivec2, i64vec4); Step #5: int sparseImageLoadARB(readonly volatile coherent nontemporal i64image2D, ivec2, out i64vec4); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image2D, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image2D, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image2D, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image2D, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image2D, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image2D, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image2D, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, highp int64_t); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, highp int64_t, int, int, int, int, int); Step #5: highp int64_t imageAtomicLoad(volatile coherent nontemporal i64image2D, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, int, int, int); Step #5: i64vec4 imageLoadLodAMD(readonly volatile coherent nontemporal i64image2D, ivec2, int); Step #5: void imageStoreLodAMD(writeonly volatile coherent nontemporal i64image2D, ivec2, int, i64vec4); Step #5: int sparseImageLoadLodAMD(readonly volatile coherent nontemporal i64image2D, ivec2, int, out i64vec4); Step #5: ivec2 imageSize(readonly writeonly volatile coherent nontemporal u64image2D); Step #5: u64vec4 imageLoad(readonly volatile coherent nontemporal u64image2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal u64image2D, ivec2, u64vec4); Step #5: int sparseImageLoadARB(readonly volatile coherent nontemporal u64image2D, ivec2, out u64vec4); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, highp uint64_t); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, highp uint64_t, int, int, int, int, int); Step #5: highp uint64_t imageAtomicLoad(volatile coherent nontemporal u64image2D, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, int, int, int); Step #5: u64vec4 imageLoadLodAMD(readonly volatile coherent nontemporal u64image2D, ivec2, int); Step #5: void imageStoreLodAMD(writeonly volatile coherent nontemporal u64image2D, ivec2, int, u64vec4); Step #5: int sparseImageLoadLodAMD(readonly volatile coherent nontemporal u64image2D, ivec2, int, out u64vec4); Step #5: ivec3 imageSize(readonly writeonly volatile coherent nontemporal i64image3D); Step #5: i64vec4 imageLoad(readonly volatile coherent nontemporal i64image3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal i64image3D, ivec3, i64vec4); Step #5: int sparseImageLoadARB(readonly volatile coherent nontemporal i64image3D, ivec3, out i64vec4); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image3D, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image3D, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image3D, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image3D, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image3D, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image3D, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image3D, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, highp int64_t); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, highp int64_t, int, int, int, int, int); Step #5: highp int64_t imageAtomicLoad(volatile coherent nontemporal i64image3D, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, int, int, int); Step #5: i64vec4 imageLoadLodAMD(readonly volatile coherent nontemporal i64image3D, ivec3, int); Step #5: void imageStoreLodAMD(writeonly volatile coherent nontemporal i64image3D, ivec3, int, i64vec4); Step #5: int sparseImageLoadLodAMD(readonly volatile coherent nontemporal i64image3D, ivec3, int, out i64vec4); Step #5: ivec3 imageSize(readonly writeonly volatile coherent nontemporal u64image3D); Step #5: u64vec4 imageLoad(readonly volatile coherent nontemporal u64image3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal u64image3D, ivec3, u64vec4); Step #5: int sparseImageLoadARB(readonly volatile coherent nontemporal u64image3D, ivec3, out u64vec4); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, highp uint64_t); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, highp uint64_t, int, int, int, int, int); Step #5: highp uint64_t imageAtomicLoad(volatile coherent nontemporal u64image3D, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, int, int, int); Step #5: u64vec4 imageLoadLodAMD(readonly volatile coherent nontemporal u64image3D, ivec3, int); Step #5: void imageStoreLodAMD(writeonly volatile coherent nontemporal u64image3D, ivec3, int, u64vec4); Step #5: int sparseImageLoadLodAMD(readonly volatile coherent nontemporal u64image3D, ivec3, int, out u64vec4); Step #5: ivec2 imageSize(readonly writeonly volatile coherent nontemporal i64imageCube); Step #5: i64vec4 imageLoad(readonly volatile coherent nontemporal i64imageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal i64imageCube, ivec3, i64vec4); Step #5: int sparseImageLoadARB(readonly volatile coherent nontemporal i64imageCube, ivec3, out i64vec4); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, highp int64_t); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, highp int64_t, int, int, int, int, int); Step #5: highp int64_t imageAtomicLoad(volatile coherent nontemporal i64imageCube, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, int, int, int); Step #5: i64vec4 imageLoadLodAMD(readonly volatile coherent nontemporal i64imageCube, ivec3, int); Step #5: void imageStoreLodAMD(writeonly volatile coherent nontemporal i64imageCube, ivec3, int, i64vec4); Step #5: int sparseImageLoadLodAMD(readonly volatile coherent nontemporal i64imageCube, ivec3, int, out i64vec4); Step #5: ivec2 imageSize(readonly writeonly volatile coherent nontemporal u64imageCube); Step #5: u64vec4 imageLoad(readonly volatile coherent nontemporal u64imageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal u64imageCube, ivec3, u64vec4); Step #5: int sparseImageLoadARB(readonly volatile coherent nontemporal u64imageCube, ivec3, out u64vec4); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, highp uint64_t); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, highp uint64_t, int, int, int, int, int); Step #5: highp uint64_t imageAtomicLoad(volatile coherent nontemporal u64imageCube, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, int, int, int); Step #5: u64vec4 imageLoadLodAMD(readonly volatile coherent nontemporal u64imageCube, ivec3, int); Step #5: void imageStoreLodAMD(writeonly volatile coherent nontemporal u64imageCube, ivec3, int, u64vec4); Step #5: int sparseImageLoadLodAMD(readonly volatile coherent nontemporal u64imageCube, ivec3, int, out u64vec4); Step #5: ivec2 imageSize(readonly writeonly volatile coherent nontemporal i64image2DRect); Step #5: i64vec4 imageLoad(readonly volatile coherent nontemporal i64image2DRect, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal i64image2DRect, ivec2, i64vec4); Step #5: int sparseImageLoadARB(readonly volatile coherent nontemporal i64image2DRect, ivec2, out i64vec4); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image2DRect, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image2DRect, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image2DRect, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image2DRect, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image2DRect, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image2DRect, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image2DRect, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image2DRect, ivec2, highp int64_t, highp int64_t); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image2DRect, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image2DRect, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image2DRect, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image2DRect, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image2DRect, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image2DRect, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image2DRect, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image2DRect, ivec2, highp int64_t, highp int64_t, int, int, int, int, int); Step #5: highp int64_t imageAtomicLoad(volatile coherent nontemporal i64image2DRect, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal i64image2DRect, ivec2, highp int64_t, int, int, int); Step #5: ivec2 imageSize(readonly writeonly volatile coherent nontemporal u64image2DRect); Step #5: u64vec4 imageLoad(readonly volatile coherent nontemporal u64image2DRect, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal u64image2DRect, ivec2, u64vec4); Step #5: int sparseImageLoadARB(readonly volatile coherent nontemporal u64image2DRect, ivec2, out u64vec4); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image2DRect, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image2DRect, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image2DRect, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image2DRect, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image2DRect, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image2DRect, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image2DRect, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image2DRect, ivec2, highp uint64_t, highp uint64_t); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image2DRect, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image2DRect, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image2DRect, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image2DRect, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image2DRect, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image2DRect, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image2DRect, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image2DRect, ivec2, highp uint64_t, highp uint64_t, int, int, int, int, int); Step #5: highp uint64_t imageAtomicLoad(volatile coherent nontemporal u64image2DRect, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal u64image2DRect, ivec2, highp uint64_t, int, int, int); Step #5: int imageSize(readonly writeonly volatile coherent nontemporal i64imageBuffer); Step #5: i64vec4 imageLoad(readonly volatile coherent nontemporal i64imageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal i64imageBuffer, int, i64vec4); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64imageBuffer, int, highp int64_t); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64imageBuffer, int, highp int64_t); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64imageBuffer, int, highp int64_t); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64imageBuffer, int, highp int64_t); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64imageBuffer, int, highp int64_t); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64imageBuffer, int, highp int64_t); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64imageBuffer, int, highp int64_t); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, highp int64_t); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, highp int64_t, int, int, int, int, int); Step #5: highp int64_t imageAtomicLoad(volatile coherent nontemporal i64imageBuffer, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, int, int, int); Step #5: int imageSize(readonly writeonly volatile coherent nontemporal u64imageBuffer); Step #5: u64vec4 imageLoad(readonly volatile coherent nontemporal u64imageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal u64imageBuffer, int, u64vec4); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, highp uint64_t); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, highp uint64_t, int, int, int, int, int); Step #5: highp uint64_t imageAtomicLoad(volatile coherent nontemporal u64imageBuffer, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, int, int, int); Step #5: ivec2 imageSize(readonly writeonly volatile coherent nontemporal i64image1DArray); Step #5: i64vec4 imageLoad(readonly volatile coherent nontemporal i64image1DArray, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal i64image1DArray, ivec2, i64vec4); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image1DArray, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image1DArray, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image1DArray, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image1DArray, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image1DArray, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image1DArray, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image1DArray, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image1DArray, ivec2, highp int64_t, highp int64_t); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image1DArray, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image1DArray, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image1DArray, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image1DArray, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image1DArray, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image1DArray, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image1DArray, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image1DArray, ivec2, highp int64_t, highp int64_t, int, int, int, int, int); Step #5: highp int64_t imageAtomicLoad(volatile coherent nontemporal i64image1DArray, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal i64image1DArray, ivec2, highp int64_t, int, int, int); Step #5: i64vec4 imageLoadLodAMD(readonly volatile coherent nontemporal i64image1DArray, ivec2, int); Step #5: void imageStoreLodAMD(writeonly volatile coherent nontemporal i64image1DArray, ivec2, int, i64vec4); Step #5: ivec2 imageSize(readonly writeonly volatile coherent nontemporal u64image1DArray); Step #5: u64vec4 imageLoad(readonly volatile coherent nontemporal u64image1DArray, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal u64image1DArray, ivec2, u64vec4); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image1DArray, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image1DArray, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image1DArray, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image1DArray, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image1DArray, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image1DArray, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image1DArray, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image1DArray, ivec2, highp uint64_t, highp uint64_t); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image1DArray, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image1DArray, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image1DArray, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image1DArray, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image1DArray, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image1DArray, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image1DArray, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image1DArray, ivec2, highp uint64_t, highp uint64_t, int, int, int, int, int); Step #5: highp uint64_t imageAtomicLoad(volatile coherent nontemporal u64image1DArray, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal u64image1DArray, ivec2, highp uint64_t, int, int, int); Step #5: u64vec4 imageLoadLodAMD(readonly volatile coherent nontemporal u64image1DArray, ivec2, int); Step #5: void imageStoreLodAMD(writeonly volatile coherent nontemporal u64image1DArray, ivec2, int, u64vec4); Step #5: ivec3 imageSize(readonly writeonly volatile coherent nontemporal i64image2DArray); Step #5: i64vec4 imageLoad(readonly volatile coherent nontemporal i64image2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal i64image2DArray, ivec3, i64vec4); Step #5: int sparseImageLoadARB(readonly volatile coherent nontemporal i64image2DArray, ivec3, out i64vec4); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, highp int64_t); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, highp int64_t, int, int, int, int, int); Step #5: highp int64_t imageAtomicLoad(volatile coherent nontemporal i64image2DArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, int, int, int); Step #5: i64vec4 imageLoadLodAMD(readonly volatile coherent nontemporal i64image2DArray, ivec3, int); Step #5: void imageStoreLodAMD(writeonly volatile coherent nontemporal i64image2DArray, ivec3, int, i64vec4); Step #5: int sparseImageLoadLodAMD(readonly volatile coherent nontemporal i64image2DArray, ivec3, int, out i64vec4); Step #5: ivec3 imageSize(readonly writeonly volatile coherent nontemporal u64image2DArray); Step #5: u64vec4 imageLoad(readonly volatile coherent nontemporal u64image2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal u64image2DArray, ivec3, u64vec4); Step #5: int sparseImageLoadARB(readonly volatile coherent nontemporal u64image2DArray, ivec3, out u64vec4); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, highp uint64_t); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, highp uint64_t, int, int, int, int, int); Step #5: highp uint64_t imageAtomicLoad(volatile coherent nontemporal u64image2DArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, int, int, int); Step #5: u64vec4 imageLoadLodAMD(readonly volatile coherent nontemporal u64image2DArray, ivec3, int); Step #5: void imageStoreLodAMD(writeonly volatile coherent nontemporal u64image2DArray, ivec3, int, u64vec4); Step #5: int sparseImageLoadLodAMD(readonly volatile coherent nontemporal u64image2DArray, ivec3, int, out u64vec4); Step #5: ivec3 imageSize(readonly writeonly volatile coherent nontemporal i64imageCubeArray); Step #5: i64vec4 imageLoad(readonly volatile coherent nontemporal i64imageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal i64imageCubeArray, ivec3, i64vec4); Step #5: int sparseImageLoadARB(readonly volatile coherent nontemporal i64imageCubeArray, ivec3, out i64vec4); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, highp int64_t); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, highp int64_t, int, int, int, int, int); Step #5: highp int64_t imageAtomicLoad(volatile coherent nontemporal i64imageCubeArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, int, int, int); Step #5: i64vec4 imageLoadLodAMD(readonly volatile coherent nontemporal i64imageCubeArray, ivec3, int); Step #5: void imageStoreLodAMD(writeonly volatile coherent nontemporal i64imageCubeArray, ivec3, int, i64vec4); Step #5: int sparseImageLoadLodAMD(readonly volatile coherent nontemporal i64imageCubeArray, ivec3, int, out i64vec4); Step #5: ivec3 imageSize(readonly writeonly volatile coherent nontemporal u64imageCubeArray); Step #5: u64vec4 imageLoad(readonly volatile coherent nontemporal u64imageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal u64imageCubeArray, ivec3, u64vec4); Step #5: int sparseImageLoadARB(readonly volatile coherent nontemporal u64imageCubeArray, ivec3, out u64vec4); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, highp uint64_t); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, highp uint64_t, int, int, int, int, int); Step #5: highp uint64_t imageAtomicLoad(volatile coherent nontemporal u64imageCubeArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, int, int, int); Step #5: u64vec4 imageLoadLodAMD(readonly volatile coherent nontemporal u64imageCubeArray, ivec3, int); Step #5: void imageStoreLodAMD(writeonly volatile coherent nontemporal u64imageCubeArray, ivec3, int, u64vec4); Step #5: int sparseImageLoadLodAMD(readonly volatile coherent nontemporal u64imageCubeArray, ivec3, int, out u64vec4); Step #5: ivec2 imageSize(readonly writeonly volatile coherent nontemporal i64image2DMS); Step #5: int imageSamples(readonly writeonly volatile coherent nontemporal i64image2DMS); Step #5: i64vec4 imageLoad(readonly volatile coherent nontemporal i64image2DMS, ivec2, int); Step #5: void imageStore(writeonly volatile coherent nontemporal i64image2DMS, ivec2, int, i64vec4); Step #5: int sparseImageLoadARB(readonly volatile coherent nontemporal i64image2DMS, ivec2, int, out i64vec4); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, highp int64_t); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, highp int64_t, int, int, int, int, int); Step #5: highp int64_t imageAtomicLoad(volatile coherent nontemporal i64image2DMS, ivec2, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, int, int, int); Step #5: ivec2 imageSize(readonly writeonly volatile coherent nontemporal u64image2DMS); Step #5: int imageSamples(readonly writeonly volatile coherent nontemporal u64image2DMS); Step #5: u64vec4 imageLoad(readonly volatile coherent nontemporal u64image2DMS, ivec2, int); Step #5: void imageStore(writeonly volatile coherent nontemporal u64image2DMS, ivec2, int, u64vec4); Step #5: int sparseImageLoadARB(readonly volatile coherent nontemporal u64image2DMS, ivec2, int, out u64vec4); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, highp uint64_t); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, highp uint64_t, int, int, int, int, int); Step #5: highp uint64_t imageAtomicLoad(volatile coherent nontemporal u64image2DMS, ivec2, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, int, int, int); Step #5: ivec3 imageSize(readonly writeonly volatile coherent nontemporal i64image2DMSArray); Step #5: int imageSamples(readonly writeonly volatile coherent nontemporal i64image2DMSArray); Step #5: i64vec4 imageLoad(readonly volatile coherent nontemporal i64image2DMSArray, ivec3, int); Step #5: void imageStore(writeonly volatile coherent nontemporal i64image2DMSArray, ivec3, int, i64vec4); Step #5: int sparseImageLoadARB(readonly volatile coherent nontemporal i64image2DMSArray, ivec3, int, out i64vec4); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, highp int64_t); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, highp int64_t, int, int, int, int, int); Step #5: highp int64_t imageAtomicLoad(volatile coherent nontemporal i64image2DMSArray, ivec3, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, int, int, int); Step #5: ivec3 imageSize(readonly writeonly volatile coherent nontemporal u64image2DMSArray); Step #5: int imageSamples(readonly writeonly volatile coherent nontemporal u64image2DMSArray); Step #5: u64vec4 imageLoad(readonly volatile coherent nontemporal u64image2DMSArray, ivec3, int); Step #5: void imageStore(writeonly volatile coherent nontemporal u64image2DMSArray, ivec3, int, u64vec4); Step #5: int sparseImageLoadARB(readonly volatile coherent nontemporal u64image2DMSArray, ivec3, int, out u64vec4); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, highp uint64_t); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, highp uint64_t, int, int, int, int, int); Step #5: highp uint64_t imageAtomicLoad(volatile coherent nontemporal u64image2DMSArray, ivec3, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, int, int, int); Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:476: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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;vec4 gl_FragColor;in float gl_ClipDistance[];in gl_PerFragment {in float gl_FogFragCoord;in vec4 gl_TexCoord[];in vec4 gl_Color;in vec4 gl_SecondaryColor;};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: 0:460: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: vector radians(vector); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: vector degrees(vector); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: vector sin(vector); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: vector cos(vector); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: vector tan(vector); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: vector asin(vector); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: vector acos(vector); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: vector atan(vector,vector); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: vector atan(vector); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: vector pow(vector,vector); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: vector exp(vector); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: vector log(vector); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: vector exp2(vector); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: vector log2(vector); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: vector sqrt(vector); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: vector inversesqrt(vector); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: vector abs(vector); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: vector sign(vector); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: vector floor(vector); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: vector ceil(vector); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: vector fract(vector); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: vector mod(vector,vector); Step #5: vector mod(vector,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: vector min(vector,vector); Step #5: vector min(vector,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: vector max(vector,vector); Step #5: vector max(vector,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: vector clamp(vector,vector,vector); Step #5: vector clamp(vector,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: vector mix(vector,vector,vector); Step #5: vector mix(vector,vector,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: vector step(vector,vector); Step #5: vector step(float,vector); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: vector smoothstep(vector,vector,vector); Step #5: vector smoothstep(float,float,vector); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: vector normalize(vector); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: vector faceforward(vector,vector,vector); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: vector reflect(vector,vector); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: vector refract(vector,vector,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float length(vector); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float distance(vector,vector); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: float dot(vector,vector); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: vector lessThan(vector,vector); Step #5: vector lessThan(vector,vector); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: vector lessThanEqual(vector,vector); Step #5: vector lessThanEqual(vector,vector); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: vector greaterThan(vector,vector); Step #5: vector greaterThan(vector,vector); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: vector greaterThanEqual(vector,vector); Step #5: vector greaterThanEqual(vector,vector); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: vector equal(vector,vector); Step #5: vector equal(vector,vector); Step #5: vector equal(vector,vector); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: vector notEqual(vector,vector); Step #5: vector notEqual(vector,vector); Step #5: vector notEqual(vector,vector); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool any(vector); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bool all(vector); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: vector not(vector); Step #5: float sinh(float); Step #5: vec2 sinh(vec2); Step #5: vec3 sinh(vec3); Step #5: vec4 sinh(vec4); Step #5: vector sinh(vector); Step #5: float cosh(float); Step #5: vec2 cosh(vec2); Step #5: vec3 cosh(vec3); Step #5: vec4 cosh(vec4); Step #5: vector cosh(vector); Step #5: float tanh(float); Step #5: vec2 tanh(vec2); Step #5: vec3 tanh(vec3); Step #5: vec4 tanh(vec4); Step #5: vector tanh(vector); Step #5: float asinh(float); Step #5: vec2 asinh(vec2); Step #5: vec3 asinh(vec3); Step #5: vec4 asinh(vec4); Step #5: vector asinh(vector); Step #5: float acosh(float); Step #5: vec2 acosh(vec2); Step #5: vec3 acosh(vec3); Step #5: vec4 acosh(vec4); Step #5: vector acosh(vector); Step #5: float atanh(float); Step #5: vec2 atanh(vec2); Step #5: vec3 atanh(vec3); Step #5: vec4 atanh(vec4); Step #5: vector atanh(vector); Step #5: int abs(int); Step #5: ivec2 abs(ivec2); Step #5: ivec3 abs(ivec3); Step #5: ivec4 abs(ivec4); Step #5: vector abs(vector); Step #5: int sign(int); Step #5: ivec2 sign(ivec2); Step #5: ivec3 sign(ivec3); Step #5: ivec4 sign(ivec4); Step #5: vector sign(vector); Step #5: float trunc(float); Step #5: vec2 trunc(vec2); Step #5: vec3 trunc(vec3); Step #5: vec4 trunc(vec4); Step #5: vector trunc(vector); Step #5: float round(float); Step #5: vec2 round(vec2); Step #5: vec3 round(vec3); Step #5: vec4 round(vec4); Step #5: vector round(vector); Step #5: float roundEven(float); Step #5: vec2 roundEven(vec2); Step #5: vec3 roundEven(vec3); Step #5: vec4 roundEven(vec4); Step #5: vector roundEven(vector); 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: vector modf(vector,out vector); 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: vector min(vector,vector); Step #5: vector min(vector,vector); Step #5: vector min(vector,int); Step #5: vector min(vector,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: vector max(vector,vector); Step #5: vector max(vector,vector); Step #5: vector max(vector,int); Step #5: vector max(vector,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: vector clamp(vector,vector,vector); Step #5: vector clamp(vector,vector,vector); Step #5: vector clamp(vector,int,int); Step #5: vector clamp(vector,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: vector mix(vector,vector,vector); Step #5: bool isinf(float); Step #5: bvec2 isinf(vec2); Step #5: bvec3 isinf(vec3); Step #5: bvec4 isinf(vec4); Step #5: vector isinf(vector); Step #5: bool isnan(float); Step #5: bvec2 isnan(vec2); Step #5: bvec3 isnan(vec3); Step #5: bvec4 isnan(vec4); Step #5: vector isnan(vector); Step #5: bvec2 lessThan(uvec2,uvec2); Step #5: bvec3 lessThan(uvec3,uvec3); Step #5: bvec4 lessThan(uvec4,uvec4); Step #5: vector lessThan(vector,vector); Step #5: bvec2 lessThanEqual(uvec2,uvec2); Step #5: bvec3 lessThanEqual(uvec3,uvec3); Step #5: bvec4 lessThanEqual(uvec4,uvec4); Step #5: vector lessThanEqual(vector,vector); Step #5: bvec2 greaterThan(uvec2,uvec2); Step #5: bvec3 greaterThan(uvec3,uvec3); Step #5: bvec4 greaterThan(uvec4,uvec4); Step #5: vector greaterThan(vector,vector); Step #5: bvec2 greaterThanEqual(uvec2,uvec2); Step #5: bvec3 greaterThanEqual(uvec3,uvec3); Step #5: bvec4 greaterThanEqual(uvec4,uvec4); Step #5: vector greaterThanEqual(vector,vector); Step #5: bvec2 equal(uvec2,uvec2); Step #5: bvec3 equal(uvec3,uvec3); Step #5: bvec4 equal(uvec4,uvec4); Step #5: vector equal(vector,vector); Step #5: bvec2 notEqual(uvec2,uvec2); Step #5: bvec3 notEqual(uvec3,uvec3); Step #5: bvec4 notEqual(uvec4,uvec4); Step #5: vector notEqual(vector,vector); Step #5: int atomicAdd(coherent volatile nontemporal inout int,int); Step #5: uint atomicAdd(coherent volatile nontemporal inout uint,uint); Step #5: int atomicMin(coherent volatile nontemporal inout int,int); Step #5: uint atomicMin(coherent volatile nontemporal inout uint,uint); Step #5: int atomicMax(coherent volatile nontemporal inout int,int); Step #5: uint atomicMax(coherent volatile nontemporal inout uint,uint); Step #5: int atomicAnd(coherent volatile nontemporal inout int,int); Step #5: uint atomicAnd(coherent volatile nontemporal inout uint,uint); Step #5: int atomicOr(coherent volatile nontemporal inout int,int); Step #5: uint atomicOr(coherent volatile nontemporal inout uint,uint); Step #5: int atomicXor(coherent volatile nontemporal inout int,int); Step #5: uint atomicXor(coherent volatile nontemporal inout uint,uint); Step #5: int atomicExchange(coherent volatile nontemporal inout int,int); Step #5: uint atomicExchange(coherent volatile nontemporal inout uint,uint); Step #5: int atomicCompSwap(coherent volatile nontemporal inout int,int,int); Step #5: uint atomicCompSwap(coherent volatile nontemporal inout uint,uint,uint); 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: float min3(float, float, float);vec2 min3(vec2, vec2, vec2);vec3 min3(vec3, vec3, vec3);vec4 min3(vec4, vec4, vec4);int min3(int, int, int);ivec2 min3(ivec2, ivec2, ivec2);ivec3 min3(ivec3, ivec3, ivec3);ivec4 min3(ivec4, ivec4, ivec4);uint min3(uint, uint, uint);uvec2 min3(uvec2, uvec2, uvec2);uvec3 min3(uvec3, uvec3, uvec3);uvec4 min3(uvec4, uvec4, uvec4);float max3(float, float, float);vec2 max3(vec2, vec2, vec2);vec3 max3(vec3, vec3, vec3);vec4 max3(vec4, vec4, vec4);int max3(int, int, int);ivec2 max3(ivec2, ivec2, ivec2);ivec3 max3(ivec3, ivec3, ivec3);ivec4 max3(ivec4, ivec4, ivec4);uint max3(uint, uint, uint);uvec2 max3(uvec2, uvec2, uvec2);uvec3 max3(uvec3, uvec3, uvec3);uvec4 max3(uvec4, uvec4, uvec4);float mid3(float, float, float);vec2 mid3(vec2, vec2, vec2);vec3 mid3(vec3, vec3, vec3);vec4 mid3(vec4, vec4, vec4);int mid3(int, int, int);ivec2 mid3(ivec2, ivec2, ivec2);ivec3 mid3(ivec3, ivec3, ivec3);ivec4 mid3(ivec4, ivec4, ivec4);uint mid3(uint, uint, uint);uvec2 mid3(uvec2, uvec2, uvec2);uvec3 mid3(uvec3, uvec3, uvec3);uvec4 mid3(uvec4, uvec4, uvec4);float16_t min3(float16_t, float16_t, float16_t);f16vec2 min3(f16vec2, f16vec2, f16vec2);f16vec3 min3(f16vec3, f16vec3, f16vec3);f16vec4 min3(f16vec4, f16vec4, f16vec4);float16_t max3(float16_t, float16_t, float16_t);f16vec2 max3(f16vec2, f16vec2, f16vec2);f16vec3 max3(f16vec3, f16vec3, f16vec3);f16vec4 max3(f16vec4, f16vec4, f16vec4);float16_t mid3(float16_t, float16_t, float16_t);f16vec2 mid3(f16vec2, f16vec2, f16vec2);f16vec3 mid3(f16vec3, f16vec3, f16vec3);f16vec4 mid3(f16vec4, f16vec4, f16vec4);int16_t min3(int16_t, int16_t, int16_t);i16vec2 min3(i16vec2, i16vec2, i16vec2);i16vec3 min3(i16vec3, i16vec3, i16vec3);i16vec4 min3(i16vec4, i16vec4, i16vec4);int16_t max3(int16_t, int16_t, int16_t);i16vec2 max3(i16vec2, i16vec2, i16vec2);i16vec3 max3(i16vec3, i16vec3, i16vec3);i16vec4 max3(i16vec4, i16vec4, i16vec4);int16_t mid3(int16_t, int16_t, int16_t);i16vec2 mid3(i16vec2, i16vec2, i16vec2);i16vec3 mid3(i16vec3, i16vec3, i16vec3);i16vec4 mid3(i16vec4, i16vec4, i16vec4);uint16_t min3(uint16_t, uint16_t, uint16_t);u16vec2 min3(u16vec2, u16vec2, u16vec2);u16vec3 min3(u16vec3, u16vec3, u16vec3);u16vec4 min3(u16vec4, u16vec4, u16vec4);uint16_t max3(uint16_t, uint16_t, uint16_t);u16vec2 max3(u16vec2, u16vec2, u16vec2);u16vec3 max3(u16vec3, u16vec3, u16vec3);u16vec4 max3(u16vec4, u16vec4, u16vec4);uint16_t mid3(uint16_t, uint16_t, uint16_t);u16vec2 mid3(u16vec2, u16vec2, u16vec2);u16vec3 mid3(u16vec3, u16vec3, u16vec3);u16vec4 mid3(u16vec4, u16vec4, u16vec4); Step #5: uint atomicAdd(coherent volatile nontemporal inout uint, uint, int, int, int); int atomicAdd(coherent volatile nontemporal inout int, int, int, int, int);uint atomicMin(coherent volatile nontemporal inout uint, uint, int, int, int); int atomicMin(coherent volatile nontemporal inout int, int, int, int, int);uint atomicMax(coherent volatile nontemporal inout uint, uint, int, int, int); int atomicMax(coherent volatile nontemporal inout int, int, int, int, int);uint atomicAnd(coherent volatile nontemporal inout uint, uint, int, int, int); int atomicAnd(coherent volatile nontemporal inout int, int, int, int, int);uint atomicOr (coherent volatile nontemporal inout uint, uint, int, int, int); int atomicOr (coherent volatile nontemporal inout int, int, int, int, int);uint atomicXor(coherent volatile nontemporal inout uint, uint, int, int, int); int atomicXor(coherent volatile nontemporal inout int, int, int, int, int);uint atomicExchange(coherent volatile nontemporal inout uint, uint, int, int, int); int atomicExchange(coherent volatile nontemporal inout int, int, int, int, int);uint atomicCompSwap(coherent volatile nontemporal inout uint, uint, uint, int, int, int, int, int); int atomicCompSwap(coherent volatile nontemporal inout int, int, int, int, int, int, int, int);uint atomicLoad(coherent volatile nontemporal in uint, int, int, int); int atomicLoad(coherent volatile nontemporal in int, int, int, int);void atomicStore(coherent volatile nontemporal out uint, uint, int, int, int);void atomicStore(coherent volatile nontemporal out int, int, int, int, int); Step #5: uint64_t atomicMin(coherent volatile nontemporal inout uint64_t, uint64_t); int64_t atomicMin(coherent volatile nontemporal inout int64_t, int64_t);uint64_t atomicMin(coherent volatile nontemporal inout uint64_t, uint64_t, int, int, int); int64_t atomicMin(coherent volatile nontemporal inout int64_t, int64_t, int, int, int);float16_t atomicMin(coherent volatile nontemporal inout float16_t, float16_t);float16_t atomicMin(coherent volatile nontemporal inout float16_t, float16_t, int, int, int); float atomicMin(coherent volatile nontemporal inout float, float); float atomicMin(coherent volatile nontemporal inout float, float, int, int, int); double atomicMin(coherent volatile nontemporal inout double, double); double atomicMin(coherent volatile nontemporal inout double, double, int, int, int);uint64_t atomicMax(coherent volatile nontemporal inout uint64_t, uint64_t); int64_t atomicMax(coherent volatile nontemporal inout int64_t, int64_t);uint64_t atomicMax(coherent volatile nontemporal inout uint64_t, uint64_t, int, int, int); int64_t atomicMax(coherent volatile nontemporal inout int64_t, int64_t, int, int, int);float16_t atomicMax(coherent volatile nontemporal inout float16_t, float16_t);float16_t atomicMax(coherent volatile nontemporal inout float16_t, float16_t, int, int, int); float atomicMax(coherent volatile nontemporal inout float, float); float atomicMax(coherent volatile nontemporal inout float, float, int, int, int); double atomicMax(coherent volatile nontemporal inout double, double); double atomicMax(coherent volatile nontemporal inout double, double, int, int, int);uint64_t atomicAnd(coherent volatile nontemporal inout uint64_t, uint64_t); int64_t atomicAnd(coherent volatile nontemporal inout int64_t, int64_t);uint64_t atomicAnd(coherent volatile nontemporal inout uint64_t, uint64_t, int, int, int); int64_t atomicAnd(coherent volatile nontemporal inout int64_t, int64_t, int, int, int);uint64_t atomicOr (coherent volatile nontemporal inout uint64_t, uint64_t); int64_t atomicOr (coherent volatile nontemporal inout int64_t, int64_t);uint64_t atomicOr (coherent volatile nontemporal inout uint64_t, uint64_t, int, int, int); int64_t atomicOr (coherent volatile nontemporal inout int64_t, int64_t, int, int, int);uint64_t atomicXor(coherent volatile nontemporal inout uint64_t, uint64_t); int64_t atomicXor(coherent volatile nontemporal inout int64_t, int64_t);uint64_t atomicXor(coherent volatile nontemporal inout uint64_t, uint64_t, int, int, int); int64_t atomicXor(coherent volatile nontemporal inout int64_t, int64_t, int, int, int);uint64_t atomicAdd(coherent volatile nontemporal inout uint64_t, uint64_t); int64_t atomicAdd(coherent volatile nontemporal inout int64_t, int64_t);uint64_t atomicAdd(coherent volatile nontemporal inout uint64_t, uint64_t, int, int, int); int64_t atomicAdd(coherent volatile nontemporal inout int64_t, int64_t, int, int, int);float16_t atomicAdd(coherent volatile nontemporal inout float16_t, float16_t);float16_t atomicAdd(coherent volatile nontemporal inout float16_t, float16_t, int, int, int); float atomicAdd(coherent volatile nontemporal inout float, float); float atomicAdd(coherent volatile nontemporal inout float, float, int, int, int); double atomicAdd(coherent volatile nontemporal inout double, double); double atomicAdd(coherent volatile nontemporal inout double, double, int, int, int);uint64_t atomicExchange(coherent volatile nontemporal inout uint64_t, uint64_t); int64_t atomicExchange(coherent volatile nontemporal inout int64_t, int64_t);uint64_t atomicExchange(coherent volatile nontemporal inout uint64_t, uint64_t, int, int, int); int64_t atomicExchange(coherent volatile nontemporal inout int64_t, int64_t, int, int, int);float16_t atomicExchange(coherent volatile nontemporal inout float16_t, float16_t);float16_t atomicExchange(coherent volatile nontemporal inout float16_t, float16_t, int, int, int); float atomicExchange(coherent volatile nontemporal inout float, float); float atomicExchange(coherent volatile nontemporal inout float, float, int, int, int); double atomicExchange(coherent volatile nontemporal inout double, double); double atomicExchange(coherent volatile nontemporal inout double, double, int, int, int);uint64_t atomicCompSwap(coherent volatile nontemporal inout uint64_t, uint64_t, uint64_t); int64_t atomicCompSwap(coherent volatile nontemporal inout int64_t, int64_t, int64_t);uint64_t atomicCompSwap(coherent volatile nontemporal inout uint64_t, uint64_t, uint64_t, int, int, int, int, int); int64_t atomicCompSwap(coherent volatile nontemporal inout int64_t, int64_t, int64_t, int, int, int, int, int);uint64_t atomicLoad(coherent volatile nontemporal in uint64_t, int, int, int); int64_t atomicLoad(coherent volatile nontemporal in int64_t, int, int, int);float16_t atomicLoad(coherent volatile nontemporal in float16_t, int, int, int); float atomicLoad(coherent volatile nontemporal in float, int, int, int); double atomicLoad(coherent volatile nontemporal in double, int, int, int);void atomicStore(coherent volatile nontemporal out uint64_t, uint64_t, int, int, int);void atomicStore(coherent volatile nontemporal out int64_t, int64_t, int, int, int);void atomicStore(coherent volatile nontemporal out float16_t, float16_t, int, int, int);void atomicStore(coherent volatile nontemporal out float, float, int, int, int);void atomicStore(coherent volatile nontemporal out double, double, int, int, int); Step #5: f16vec2 atomicAdd(coherent volatile nontemporal inout f16vec2, f16vec2);f16vec4 atomicAdd(coherent volatile nontemporal inout f16vec4, f16vec4);f16vec2 atomicMin(coherent volatile nontemporal inout f16vec2, f16vec2);f16vec4 atomicMin(coherent volatile nontemporal inout f16vec4, f16vec4);f16vec2 atomicMax(coherent volatile nontemporal inout f16vec2, f16vec2);f16vec4 atomicMax(coherent volatile nontemporal inout f16vec4, f16vec4);f16vec2 atomicExchange(coherent volatile nontemporal inout f16vec2, f16vec2);f16vec4 atomicExchange(coherent volatile nontemporal inout f16vec4, f16vec4); 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: vec4 texture2D(sampler2D, 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: 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: bool anyInvocationARB(bool);bool allInvocationsARB(bool);bool allInvocationsEqualARB(bool); 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(double); Step #5: bool subgroupAllEqual(dvec2); Step #5: bool subgroupAllEqual(dvec3); Step #5: bool subgroupAllEqual(dvec4); 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: bool subgroupAllEqual(vector); 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: double subgroupBroadcast(double, uint); Step #5: dvec2 subgroupBroadcast(dvec2, uint); Step #5: dvec3 subgroupBroadcast(dvec3, uint); Step #5: dvec4 subgroupBroadcast(dvec4, 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: vector subgroupBroadcast(vector, 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: double subgroupBroadcastFirst(double); Step #5: dvec2 subgroupBroadcastFirst(dvec2); Step #5: dvec3 subgroupBroadcastFirst(dvec3); Step #5: dvec4 subgroupBroadcastFirst(dvec4); 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: vector subgroupBroadcastFirst(vector); 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: double subgroupShuffle(double, uint); Step #5: dvec2 subgroupShuffle(dvec2, uint); Step #5: dvec3 subgroupShuffle(dvec3, uint); Step #5: dvec4 subgroupShuffle(dvec4, 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: vector subgroupShuffle(vector, 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: double subgroupShuffleXor(double, uint); Step #5: dvec2 subgroupShuffleXor(dvec2, uint); Step #5: dvec3 subgroupShuffleXor(dvec3, uint); Step #5: dvec4 subgroupShuffleXor(dvec4, 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: vector subgroupShuffleXor(vector, 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: double subgroupShuffleUp(double, uint delta); Step #5: dvec2 subgroupShuffleUp(dvec2, uint delta); Step #5: dvec3 subgroupShuffleUp(dvec3, uint delta); Step #5: dvec4 subgroupShuffleUp(dvec4, 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: vector subgroupShuffleUp(vector, 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: double subgroupShuffleDown(double, uint delta); Step #5: dvec2 subgroupShuffleDown(dvec2, uint delta); Step #5: dvec3 subgroupShuffleDown(dvec3, uint delta); Step #5: dvec4 subgroupShuffleDown(dvec4, 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: vector subgroupShuffleDown(vector, 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: double subgroupRotate(double, uint); Step #5: dvec2 subgroupRotate(dvec2, uint); Step #5: dvec3 subgroupRotate(dvec3, uint); Step #5: dvec4 subgroupRotate(dvec4, 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: vector subgroupRotate(vector, 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: double subgroupClusteredRotate(double, uint, uint); Step #5: dvec2 subgroupClusteredRotate(dvec2, uint, uint); Step #5: dvec3 subgroupClusteredRotate(dvec3, uint, uint); Step #5: dvec4 subgroupClusteredRotate(dvec4, 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: vector subgroupClusteredRotate(vector, 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: double subgroupAdd(double); Step #5: dvec2 subgroupAdd(dvec2); Step #5: dvec3 subgroupAdd(dvec3); Step #5: dvec4 subgroupAdd(dvec4); 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: vector subgroupAdd(vector); 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: double subgroupMul(double); Step #5: dvec2 subgroupMul(dvec2); Step #5: dvec3 subgroupMul(dvec3); Step #5: dvec4 subgroupMul(dvec4); 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: vector subgroupMul(vector); 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: double subgroupMin(double); Step #5: dvec2 subgroupMin(dvec2); Step #5: dvec3 subgroupMin(dvec3); Step #5: dvec4 subgroupMin(dvec4); 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: vector subgroupMin(vector); 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: double subgroupMax(double); Step #5: dvec2 subgroupMax(dvec2); Step #5: dvec3 subgroupMax(dvec3); Step #5: dvec4 subgroupMax(dvec4); 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: vector subgroupMax(vector); 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: vector subgroupAnd(vector); 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: vector subgroupOr(vector); 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: vector subgroupXor(vector); 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: double subgroupInclusiveAdd(double); Step #5: dvec2 subgroupInclusiveAdd(dvec2); Step #5: dvec3 subgroupInclusiveAdd(dvec3); Step #5: dvec4 subgroupInclusiveAdd(dvec4); 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: vector subgroupInclusiveAdd(vector); 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: double subgroupInclusiveMul(double); Step #5: dvec2 subgroupInclusiveMul(dvec2); Step #5: dvec3 subgroupInclusiveMul(dvec3); Step #5: dvec4 subgroupInclusiveMul(dvec4); 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: vector subgroupInclusiveMul(vector); 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: double subgroupInclusiveMin(double); Step #5: dvec2 subgroupInclusiveMin(dvec2); Step #5: dvec3 subgroupInclusiveMin(dvec3); Step #5: dvec4 subgroupInclusiveMin(dvec4); 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: vector subgroupInclusiveMin(vector); 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: double subgroupInclusiveMax(double); Step #5: dvec2 subgroupInclusiveMax(dvec2); Step #5: dvec3 subgroupInclusiveMax(dvec3); Step #5: dvec4 subgroupInclusiveMax(dvec4); 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: vector subgroupInclusiveMax(vector); 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: vector subgroupInclusiveAnd(vector); 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: vector subgroupInclusiveOr(vector); 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: vector subgroupInclusiveXor(vector); 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: double subgroupExclusiveAdd(double); Step #5: dvec2 subgroupExclusiveAdd(dvec2); Step #5: dvec3 subgroupExclusiveAdd(dvec3); Step #5: dvec4 subgroupExclusiveAdd(dvec4); 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: vector subgroupExclusiveAdd(vector); 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: double subgroupExclusiveMul(double); Step #5: dvec2 subgroupExclusiveMul(dvec2); Step #5: dvec3 subgroupExclusiveMul(dvec3); Step #5: dvec4 subgroupExclusiveMul(dvec4); 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: vector subgroupExclusiveMul(vector); 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: double subgroupExclusiveMin(double); Step #5: dvec2 subgroupExclusiveMin(dvec2); Step #5: dvec3 subgroupExclusiveMin(dvec3); Step #5: dvec4 subgroupExclusiveMin(dvec4); 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: vector subgroupExclusiveMin(vector); 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: double subgroupExclusiveMax(double); Step #5: dvec2 subgroupExclusiveMax(dvec2); Step #5: dvec3 subgroupExclusiveMax(dvec3); Step #5: dvec4 subgroupExclusiveMax(dvec4); 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: vector subgroupExclusiveMax(vector); 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: vector subgroupExclusiveAnd(vector); 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: vector subgroupExclusiveOr(vector); 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: vector subgroupExclusiveXor(vector); 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: double subgroupClusteredAdd(double, uint); Step #5: dvec2 subgroupClusteredAdd(dvec2, uint); Step #5: dvec3 subgroupClusteredAdd(dvec3, uint); Step #5: dvec4 subgroupClusteredAdd(dvec4, 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: vector subgroupClusteredAdd(vector, 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: double subgroupClusteredMul(double, uint); Step #5: dvec2 subgroupClusteredMul(dvec2, uint); Step #5: dvec3 subgroupClusteredMul(dvec3, uint); Step #5: dvec4 subgroupClusteredMul(dvec4, 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: vector subgroupClusteredMul(vector, 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: double subgroupClusteredMin(double, uint); Step #5: dvec2 subgroupClusteredMin(dvec2, uint); Step #5: dvec3 subgroupClusteredMin(dvec3, uint); Step #5: dvec4 subgroupClusteredMin(dvec4, 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: vector subgroupClusteredMin(vector, 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: double subgroupClusteredMax(double, uint); Step #5: dvec2 subgroupClusteredMax(dvec2, uint); Step #5: dvec3 subgroupClusteredMax(dvec3, uint); Step #5: dvec4 subgroupClusteredMax(dvec4, 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: vector subgroupClusteredMax(vector, 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: vector subgroupClusteredAnd(vector, 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: vector subgroupClusteredOr(vector, 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: vector subgroupClusteredXor(vector, 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: double subgroupQuadBroadcast(double, uint); Step #5: dvec2 subgroupQuadBroadcast(dvec2, uint); Step #5: dvec3 subgroupQuadBroadcast(dvec3, uint); Step #5: dvec4 subgroupQuadBroadcast(dvec4, 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: vector subgroupQuadBroadcast(vector, 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: double subgroupQuadSwapHorizontal(double); Step #5: dvec2 subgroupQuadSwapHorizontal(dvec2); Step #5: dvec3 subgroupQuadSwapHorizontal(dvec3); Step #5: dvec4 subgroupQuadSwapHorizontal(dvec4); 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: vector subgroupQuadSwapHorizontal(vector); 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: double subgroupQuadSwapVertical(double); Step #5: dvec2 subgroupQuadSwapVertical(dvec2); Step #5: dvec3 subgroupQuadSwapVertical(dvec3); Step #5: dvec4 subgroupQuadSwapVertical(dvec4); 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: vector subgroupQuadSwapVertical(vector); 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: double subgroupQuadSwapDiagonal(double); Step #5: dvec2 subgroupQuadSwapDiagonal(dvec2); Step #5: dvec3 subgroupQuadSwapDiagonal(dvec3); Step #5: dvec4 subgroupQuadSwapDiagonal(dvec4); 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: vector subgroupQuadSwapDiagonal(vector); 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(double); Step #5: uvec4 subgroupPartitionNV(dvec2); Step #5: uvec4 subgroupPartitionNV(dvec3); Step #5: uvec4 subgroupPartitionNV(dvec4); 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: uvec4 subgroupPartitionNV(vector); 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: double subgroupPartitionedAddNV(double, uvec4 ballot); Step #5: dvec2 subgroupPartitionedAddNV(dvec2, uvec4 ballot); Step #5: dvec3 subgroupPartitionedAddNV(dvec3, uvec4 ballot); Step #5: dvec4 subgroupPartitionedAddNV(dvec4, 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: vector subgroupPartitionedAddNV(vector, 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: double subgroupPartitionedMulNV(double, uvec4 ballot); Step #5: dvec2 subgroupPartitionedMulNV(dvec2, uvec4 ballot); Step #5: dvec3 subgroupPartitionedMulNV(dvec3, uvec4 ballot); Step #5: dvec4 subgroupPartitionedMulNV(dvec4, 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: vector subgroupPartitionedMulNV(vector, 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: double subgroupPartitionedMinNV(double, uvec4 ballot); Step #5: dvec2 subgroupPartitionedMinNV(dvec2, uvec4 ballot); Step #5: dvec3 subgroupPartitionedMinNV(dvec3, uvec4 ballot); Step #5: dvec4 subgroupPartitionedMinNV(dvec4, 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: vector subgroupPartitionedMinNV(vector, 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: double subgroupPartitionedMaxNV(double, uvec4 ballot); Step #5: dvec2 subgroupPartitionedMaxNV(dvec2, uvec4 ballot); Step #5: dvec3 subgroupPartitionedMaxNV(dvec3, uvec4 ballot); Step #5: dvec4 subgroupPartitionedMaxNV(dvec4, 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: vector subgroupPartitionedMaxNV(vector, 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: vector subgroupPartitionedAndNV(vector, 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: vector subgroupPartitionedOrNV(vector, 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: vector subgroupPartitionedXorNV(vector, 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: double subgroupPartitionedInclusiveAddNV(double, uvec4 ballot); Step #5: dvec2 subgroupPartitionedInclusiveAddNV(dvec2, uvec4 ballot); Step #5: dvec3 subgroupPartitionedInclusiveAddNV(dvec3, uvec4 ballot); Step #5: dvec4 subgroupPartitionedInclusiveAddNV(dvec4, 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: vector subgroupPartitionedInclusiveAddNV(vector, 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: double subgroupPartitionedInclusiveMulNV(double, uvec4 ballot); Step #5: dvec2 subgroupPartitionedInclusiveMulNV(dvec2, uvec4 ballot); Step #5: dvec3 subgroupPartitionedInclusiveMulNV(dvec3, uvec4 ballot); Step #5: dvec4 subgroupPartitionedInclusiveMulNV(dvec4, 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: vector subgroupPartitionedInclusiveMulNV(vector, 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: double subgroupPartitionedInclusiveMinNV(double, uvec4 ballot); Step #5: dvec2 subgroupPartitionedInclusiveMinNV(dvec2, uvec4 ballot); Step #5: dvec3 subgroupPartitionedInclusiveMinNV(dvec3, uvec4 ballot); Step #5: dvec4 subgroupPartitionedInclusiveMinNV(dvec4, 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: vector subgroupPartitionedInclusiveMinNV(vector, 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: double subgroupPartitionedInclusiveMaxNV(double, uvec4 ballot); Step #5: dvec2 subgroupPartitionedInclusiveMaxNV(dvec2, uvec4 ballot); Step #5: dvec3 subgroupPartitionedInclusiveMaxNV(dvec3, uvec4 ballot); Step #5: dvec4 subgroupPartitionedInclusiveMaxNV(dvec4, 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: vector subgroupPartitionedInclusiveMaxNV(vector, 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: vector subgroupPartitionedInclusiveAndNV(vector, 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: vector subgroupPartitionedInclusiveOrNV(vector, 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: vector subgroupPartitionedInclusiveXorNV(vector, 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: double subgroupPartitionedExclusiveAddNV(double, uvec4 ballot); Step #5: dvec2 subgroupPartitionedExclusiveAddNV(dvec2, uvec4 ballot); Step #5: dvec3 subgroupPartitionedExclusiveAddNV(dvec3, uvec4 ballot); Step #5: dvec4 subgroupPartitionedExclusiveAddNV(dvec4, 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: vector subgroupPartitionedExclusiveAddNV(vector, 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: double subgroupPartitionedExclusiveMulNV(double, uvec4 ballot); Step #5: dvec2 subgroupPartitionedExclusiveMulNV(dvec2, uvec4 ballot); Step #5: dvec3 subgroupPartitionedExclusiveMulNV(dvec3, uvec4 ballot); Step #5: dvec4 subgroupPartitionedExclusiveMulNV(dvec4, 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: vector subgroupPartitionedExclusiveMulNV(vector, 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: double subgroupPartitionedExclusiveMinNV(double, uvec4 ballot); Step #5: dvec2 subgroupPartitionedExclusiveMinNV(dvec2, uvec4 ballot); Step #5: dvec3 subgroupPartitionedExclusiveMinNV(dvec3, uvec4 ballot); Step #5: dvec4 subgroupPartitionedExclusiveMinNV(dvec4, 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: vector subgroupPartitionedExclusiveMinNV(vector, 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: double subgroupPartitionedExclusiveMaxNV(double, uvec4 ballot); Step #5: dvec2 subgroupPartitionedExclusiveMaxNV(dvec2, uvec4 ballot); Step #5: dvec3 subgroupPartitionedExclusiveMaxNV(dvec3, uvec4 ballot); Step #5: dvec4 subgroupPartitionedExclusiveMaxNV(dvec4, 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: vector subgroupPartitionedExclusiveMaxNV(vector, 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: vector subgroupPartitionedExclusiveAndNV(vector, 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: vector subgroupPartitionedExclusiveOrNV(vector, 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: vector subgroupPartitionedExclusiveXorNV(vector, uvec4 ballot); Step #5: bool subgroupQuadAll(bool); Step #5: bool subgroupQuadAny(bool); Step #5: float cubeFaceIndexAMD(vec3);vec2 cubeFaceCoordAMD(vec3);uint64_t timeAMD();in int gl_SIMDGroupSizeAMD; 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: 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 memoryBarrier();void memoryBarrierBuffer();void memoryBarrierImage();void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); 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: int textureSize(sampler1D,int); Step #5: int textureQueryLevels(sampler1D); 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: vec4 texelFetch(texture1D,int,int); Step #5: vec4 texelFetchOffset(texture1D,int,int,int); Step #5: int textureSize(texture1D,int); Step #5: int textureQueryLevels(texture1D); Step #5: int textureSize(isampler1D,int); Step #5: int textureQueryLevels(isampler1D); 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: ivec4 texelFetch(itexture1D,int,int); Step #5: ivec4 texelFetchOffset(itexture1D,int,int,int); Step #5: int textureSize(itexture1D,int); Step #5: int textureQueryLevels(itexture1D); Step #5: int textureSize(usampler1D,int); Step #5: int textureQueryLevels(usampler1D); 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: uvec4 texelFetch(utexture1D,int,int); Step #5: uvec4 texelFetchOffset(utexture1D,int,int,int); Step #5: int textureSize(utexture1D,int); Step #5: int textureQueryLevels(utexture1D); Step #5: ivec2 textureSize(sampler2D,int); Step #5: int textureQueryLevels(sampler2D); 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: ivec2 textureSize(texture2D,int); Step #5: int textureQueryLevels(texture2D); Step #5: ivec2 textureSize(isampler2D,int); Step #5: int textureQueryLevels(isampler2D); 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: ivec2 textureSize(itexture2D,int); Step #5: int textureQueryLevels(itexture2D); Step #5: ivec2 textureSize(usampler2D,int); Step #5: int textureQueryLevels(usampler2D); 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: ivec2 textureSize(utexture2D,int); Step #5: int textureQueryLevels(utexture2D); Step #5: ivec3 textureSize(sampler3D,int); Step #5: int textureQueryLevels(sampler3D); 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: ivec3 textureSize(texture3D,int); Step #5: int textureQueryLevels(texture3D); Step #5: ivec3 textureSize(isampler3D,int); Step #5: int textureQueryLevels(isampler3D); 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: ivec3 textureSize(itexture3D,int); Step #5: int textureQueryLevels(itexture3D); Step #5: ivec3 textureSize(usampler3D,int); Step #5: int textureQueryLevels(usampler3D); 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: ivec3 textureSize(utexture3D,int); Step #5: int textureQueryLevels(utexture3D); Step #5: ivec2 textureSize(samplerCube,int); Step #5: int textureQueryLevels(samplerCube); 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(textureCube,int); Step #5: int textureQueryLevels(textureCube); Step #5: ivec2 textureSize(isamplerCube,int); Step #5: int textureQueryLevels(isamplerCube); 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(itextureCube,int); Step #5: int textureQueryLevels(itextureCube); Step #5: ivec2 textureSize(usamplerCube,int); Step #5: int textureQueryLevels(usamplerCube); 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(utextureCube,int); Step #5: int textureQueryLevels(utextureCube); 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: vec4 texelFetch(texture2DRect,ivec2); Step #5: vec4 texelFetchOffset(texture2DRect,ivec2,ivec2); Step #5: ivec2 textureSize(texture2DRect); 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: ivec4 texelFetch(itexture2DRect,ivec2); Step #5: ivec4 texelFetchOffset(itexture2DRect,ivec2,ivec2); Step #5: ivec2 textureSize(itexture2DRect); 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: uvec4 texelFetch(utexture2DRect,ivec2); Step #5: uvec4 texelFetchOffset(utexture2DRect,ivec2,ivec2); Step #5: ivec2 textureSize(utexture2DRect); Step #5: int textureSize(samplerBuffer); Step #5: vec4 texelFetch(samplerBuffer,int); Step #5: vec4 texelFetch(textureBuffer,int); Step #5: int textureSize(textureBuffer); Step #5: int textureSize(isamplerBuffer); Step #5: ivec4 texelFetch(isamplerBuffer,int); Step #5: ivec4 texelFetch(itextureBuffer,int); Step #5: int textureSize(itextureBuffer); Step #5: int textureSize(usamplerBuffer); Step #5: uvec4 texelFetch(usamplerBuffer,int); Step #5: uvec4 texelFetch(utextureBuffer,int); Step #5: int textureSize(utextureBuffer); Step #5: ivec2 textureSize(sampler1DArray,int); Step #5: int textureQueryLevels(sampler1DArray); 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: vec4 texelFetch(texture1DArray,ivec2,int); Step #5: vec4 texelFetchOffset(texture1DArray,ivec2,int,int); Step #5: ivec2 textureSize(texture1DArray,int); Step #5: int textureQueryLevels(texture1DArray); Step #5: ivec2 textureSize(isampler1DArray,int); Step #5: int textureQueryLevels(isampler1DArray); 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: ivec4 texelFetch(itexture1DArray,ivec2,int); Step #5: ivec4 texelFetchOffset(itexture1DArray,ivec2,int,int); Step #5: ivec2 textureSize(itexture1DArray,int); Step #5: int textureQueryLevels(itexture1DArray); Step #5: ivec2 textureSize(usampler1DArray,int); Step #5: int textureQueryLevels(usampler1DArray); 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: uvec4 texelFetch(utexture1DArray,ivec2,int); Step #5: uvec4 texelFetchOffset(utexture1DArray,ivec2,int,int); Step #5: ivec2 textureSize(utexture1DArray,int); Step #5: int textureQueryLevels(utexture1DArray); Step #5: ivec3 textureSize(sampler2DArray,int); Step #5: int textureQueryLevels(sampler2DArray); 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: ivec3 textureSize(texture2DArray,int); Step #5: int textureQueryLevels(texture2DArray); Step #5: ivec3 textureSize(isampler2DArray,int); Step #5: int textureQueryLevels(isampler2DArray); 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: ivec3 textureSize(itexture2DArray,int); Step #5: int textureQueryLevels(itexture2DArray); Step #5: ivec3 textureSize(usampler2DArray,int); Step #5: int textureQueryLevels(usampler2DArray); 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: ivec3 textureSize(utexture2DArray,int); Step #5: int textureQueryLevels(utexture2DArray); Step #5: ivec3 textureSize(samplerCubeArray,int); Step #5: int textureQueryLevels(samplerCubeArray); 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(textureCubeArray,int); Step #5: int textureQueryLevels(textureCubeArray); Step #5: ivec3 textureSize(isamplerCubeArray,int); Step #5: int textureQueryLevels(isamplerCubeArray); 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(itextureCubeArray,int); Step #5: int textureQueryLevels(itextureCubeArray); Step #5: ivec3 textureSize(usamplerCubeArray,int); Step #5: int textureQueryLevels(usamplerCubeArray); 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: ivec3 textureSize(utextureCubeArray,int); Step #5: int textureQueryLevels(utextureCubeArray); Step #5: ivec2 textureSize(sampler2DMS); Step #5: int textureSamples(sampler2DMS); Step #5: vec4 texelFetch(sampler2DMS,ivec2,int); Step #5: vec4 texelFetch(texture2DMS,ivec2,int); Step #5: ivec2 textureSize(texture2DMS); Step #5: int textureSamples(texture2DMS); Step #5: ivec2 textureSize(isampler2DMS); Step #5: int textureSamples(isampler2DMS); Step #5: ivec4 texelFetch(isampler2DMS,ivec2,int); Step #5: ivec4 texelFetch(itexture2DMS,ivec2,int); Step #5: ivec2 textureSize(itexture2DMS); Step #5: int textureSamples(itexture2DMS); Step #5: ivec2 textureSize(usampler2DMS); Step #5: int textureSamples(usampler2DMS); Step #5: uvec4 texelFetch(usampler2DMS,ivec2,int); Step #5: uvec4 texelFetch(utexture2DMS,ivec2,int); Step #5: ivec2 textureSize(utexture2DMS); Step #5: int textureSamples(utexture2DMS); Step #5: ivec3 textureSize(sampler2DMSArray); Step #5: int textureSamples(sampler2DMSArray); Step #5: vec4 texelFetch(sampler2DMSArray,ivec3,int); Step #5: vec4 texelFetch(texture2DMSArray,ivec3,int); Step #5: ivec3 textureSize(texture2DMSArray); Step #5: int textureSamples(texture2DMSArray); Step #5: ivec3 textureSize(isampler2DMSArray); Step #5: int textureSamples(isampler2DMSArray); Step #5: ivec4 texelFetch(isampler2DMSArray,ivec3,int); Step #5: ivec4 texelFetch(itexture2DMSArray,ivec3,int); Step #5: ivec3 textureSize(itexture2DMSArray); Step #5: int textureSamples(itexture2DMSArray); Step #5: ivec3 textureSize(usampler2DMSArray); Step #5: int textureSamples(usampler2DMSArray); Step #5: uvec4 texelFetch(usampler2DMSArray,ivec3,int); Step #5: uvec4 texelFetch(utexture2DMSArray,ivec3,int); Step #5: ivec3 textureSize(utexture2DMSArray); Step #5: int textureSamples(utexture2DMSArray); Step #5: int textureSize(sampler1DShadow,int); Step #5: int textureQueryLevels(sampler1DShadow); 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: int textureQueryLevels(sampler2DShadow); 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: int textureQueryLevels(samplerCubeShadow); 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: int textureQueryLevels(sampler1DArrayShadow); 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: int textureQueryLevels(sampler2DArrayShadow); 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: int textureQueryLevels(samplerCubeArrayShadow); 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: int imageSize(readonly writeonly volatile coherent nontemporal image1D); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image1D, int); Step #5: void imageStore(writeonly volatile coherent nontemporal image1D, int, vec4); Step #5: f16vec2 imageAtomicAdd(volatile coherent nontemporal image1D, int, f16vec2); Step #5: f16vec2 imageAtomicMin(volatile coherent nontemporal image1D, int, f16vec2); Step #5: f16vec2 imageAtomicMax(volatile coherent nontemporal image1D, int, f16vec2); Step #5: f16vec2 imageAtomicExchange(volatile coherent nontemporal image1D, int, f16vec2); Step #5: f16vec4 imageAtomicAdd(volatile coherent nontemporal image1D, int, f16vec4); Step #5: f16vec4 imageAtomicMin(volatile coherent nontemporal image1D, int, f16vec4); Step #5: f16vec4 imageAtomicMax(volatile coherent nontemporal image1D, int, f16vec4); Step #5: f16vec4 imageAtomicExchange(volatile coherent nontemporal image1D, int, f16vec4); Step #5: int imageSize(readonly writeonly volatile coherent nontemporal iimage1D); 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: int imageSize(readonly writeonly volatile coherent nontemporal uimage1D); 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: ivec2 imageSize(readonly writeonly volatile coherent nontemporal image2D); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal image2D, ivec2, vec4); Step #5: f16vec2 imageAtomicAdd(volatile coherent nontemporal image2D, ivec2, f16vec2); Step #5: f16vec2 imageAtomicMin(volatile coherent nontemporal image2D, ivec2, f16vec2); Step #5: f16vec2 imageAtomicMax(volatile coherent nontemporal image2D, ivec2, f16vec2); Step #5: f16vec2 imageAtomicExchange(volatile coherent nontemporal image2D, ivec2, f16vec2); Step #5: f16vec4 imageAtomicAdd(volatile coherent nontemporal image2D, ivec2, f16vec4); Step #5: f16vec4 imageAtomicMin(volatile coherent nontemporal image2D, ivec2, f16vec4); Step #5: f16vec4 imageAtomicMax(volatile coherent nontemporal image2D, ivec2, f16vec4); Step #5: f16vec4 imageAtomicExchange(volatile coherent nontemporal image2D, ivec2, f16vec4); Step #5: ivec2 imageSize(readonly writeonly volatile coherent nontemporal iimage2D); 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: ivec2 imageSize(readonly writeonly volatile coherent nontemporal uimage2D); 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: ivec3 imageSize(readonly writeonly volatile coherent nontemporal image3D); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal image3D, ivec3, vec4); Step #5: f16vec2 imageAtomicAdd(volatile coherent nontemporal image3D, ivec3, f16vec2); Step #5: f16vec2 imageAtomicMin(volatile coherent nontemporal image3D, ivec3, f16vec2); Step #5: f16vec2 imageAtomicMax(volatile coherent nontemporal image3D, ivec3, f16vec2); Step #5: f16vec2 imageAtomicExchange(volatile coherent nontemporal image3D, ivec3, f16vec2); Step #5: f16vec4 imageAtomicAdd(volatile coherent nontemporal image3D, ivec3, f16vec4); Step #5: f16vec4 imageAtomicMin(volatile coherent nontemporal image3D, ivec3, f16vec4); Step #5: f16vec4 imageAtomicMax(volatile coherent nontemporal image3D, ivec3, f16vec4); Step #5: f16vec4 imageAtomicExchange(volatile coherent nontemporal image3D, ivec3, f16vec4); Step #5: ivec3 imageSize(readonly writeonly volatile coherent nontemporal iimage3D); 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: ivec3 imageSize(readonly writeonly volatile coherent nontemporal uimage3D); 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: ivec2 imageSize(readonly writeonly volatile coherent nontemporal imageCube); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal imageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal imageCube, ivec3, vec4); Step #5: f16vec2 imageAtomicAdd(volatile coherent nontemporal imageCube, ivec3, f16vec2); Step #5: f16vec2 imageAtomicMin(volatile coherent nontemporal imageCube, ivec3, f16vec2); Step #5: f16vec2 imageAtomicMax(volatile coherent nontemporal imageCube, ivec3, f16vec2); Step #5: f16vec2 imageAtomicExchange(volatile coherent nontemporal imageCube, ivec3, f16vec2); Step #5: f16vec4 imageAtomicAdd(volatile coherent nontemporal imageCube, ivec3, f16vec4); Step #5: f16vec4 imageAtomicMin(volatile coherent nontemporal imageCube, ivec3, f16vec4); Step #5: f16vec4 imageAtomicMax(volatile coherent nontemporal imageCube, ivec3, f16vec4); Step #5: f16vec4 imageAtomicExchange(volatile coherent nontemporal imageCube, ivec3, f16vec4); Step #5: ivec2 imageSize(readonly writeonly volatile coherent nontemporal iimageCube); 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: ivec2 imageSize(readonly writeonly volatile coherent nontemporal uimageCube); 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: ivec2 imageSize(readonly writeonly volatile coherent nontemporal image2DRect); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2DRect, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DRect, ivec2, vec4); Step #5: f16vec2 imageAtomicAdd(volatile coherent nontemporal image2DRect, ivec2, f16vec2); Step #5: f16vec2 imageAtomicMin(volatile coherent nontemporal image2DRect, ivec2, f16vec2); Step #5: f16vec2 imageAtomicMax(volatile coherent nontemporal image2DRect, ivec2, f16vec2); Step #5: f16vec2 imageAtomicExchange(volatile coherent nontemporal image2DRect, ivec2, f16vec2); Step #5: f16vec4 imageAtomicAdd(volatile coherent nontemporal image2DRect, ivec2, f16vec4); Step #5: f16vec4 imageAtomicMin(volatile coherent nontemporal image2DRect, ivec2, f16vec4); Step #5: f16vec4 imageAtomicMax(volatile coherent nontemporal image2DRect, ivec2, f16vec4); Step #5: f16vec4 imageAtomicExchange(volatile coherent nontemporal image2DRect, ivec2, f16vec4); Step #5: ivec2 imageSize(readonly writeonly volatile coherent nontemporal iimage2DRect); 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: ivec2 imageSize(readonly writeonly volatile coherent nontemporal uimage2DRect); 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: int imageSize(readonly writeonly volatile coherent nontemporal imageBuffer); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal imageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal imageBuffer, int, vec4); Step #5: f16vec2 imageAtomicAdd(volatile coherent nontemporal imageBuffer, int, f16vec2); Step #5: f16vec2 imageAtomicMin(volatile coherent nontemporal imageBuffer, int, f16vec2); Step #5: f16vec2 imageAtomicMax(volatile coherent nontemporal imageBuffer, int, f16vec2); Step #5: f16vec2 imageAtomicExchange(volatile coherent nontemporal imageBuffer, int, f16vec2); Step #5: f16vec4 imageAtomicAdd(volatile coherent nontemporal imageBuffer, int, f16vec4); Step #5: f16vec4 imageAtomicMin(volatile coherent nontemporal imageBuffer, int, f16vec4); Step #5: f16vec4 imageAtomicMax(volatile coherent nontemporal imageBuffer, int, f16vec4); Step #5: f16vec4 imageAtomicExchange(volatile coherent nontemporal imageBuffer, int, f16vec4); Step #5: int imageSize(readonly writeonly volatile coherent nontemporal iimageBuffer); 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: int imageSize(readonly writeonly volatile coherent nontemporal uimageBuffer); 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: ivec2 imageSize(readonly writeonly volatile coherent nontemporal image1DArray); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image1DArray, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal image1DArray, ivec2, vec4); Step #5: f16vec2 imageAtomicAdd(volatile coherent nontemporal image1DArray, ivec2, f16vec2); Step #5: f16vec2 imageAtomicMin(volatile coherent nontemporal image1DArray, ivec2, f16vec2); Step #5: f16vec2 imageAtomicMax(volatile coherent nontemporal image1DArray, ivec2, f16vec2); Step #5: f16vec2 imageAtomicExchange(volatile coherent nontemporal image1DArray, ivec2, f16vec2); Step #5: f16vec4 imageAtomicAdd(volatile coherent nontemporal image1DArray, ivec2, f16vec4); Step #5: f16vec4 imageAtomicMin(volatile coherent nontemporal image1DArray, ivec2, f16vec4); Step #5: f16vec4 imageAtomicMax(volatile coherent nontemporal image1DArray, ivec2, f16vec4); Step #5: f16vec4 imageAtomicExchange(volatile coherent nontemporal image1DArray, ivec2, f16vec4); Step #5: ivec2 imageSize(readonly writeonly volatile coherent nontemporal iimage1DArray); 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: ivec2 imageSize(readonly writeonly volatile coherent nontemporal uimage1DArray); 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: ivec3 imageSize(readonly writeonly volatile coherent nontemporal image2DArray); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DArray, ivec3, vec4); Step #5: f16vec2 imageAtomicAdd(volatile coherent nontemporal image2DArray, ivec3, f16vec2); Step #5: f16vec2 imageAtomicMin(volatile coherent nontemporal image2DArray, ivec3, f16vec2); Step #5: f16vec2 imageAtomicMax(volatile coherent nontemporal image2DArray, ivec3, f16vec2); Step #5: f16vec2 imageAtomicExchange(volatile coherent nontemporal image2DArray, ivec3, f16vec2); Step #5: f16vec4 imageAtomicAdd(volatile coherent nontemporal image2DArray, ivec3, f16vec4); Step #5: f16vec4 imageAtomicMin(volatile coherent nontemporal image2DArray, ivec3, f16vec4); Step #5: f16vec4 imageAtomicMax(volatile coherent nontemporal image2DArray, ivec3, f16vec4); Step #5: f16vec4 imageAtomicExchange(volatile coherent nontemporal image2DArray, ivec3, f16vec4); Step #5: ivec3 imageSize(readonly writeonly volatile coherent nontemporal iimage2DArray); 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: ivec3 imageSize(readonly writeonly volatile coherent nontemporal uimage2DArray); 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: ivec3 imageSize(readonly writeonly volatile coherent nontemporal imageCubeArray); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal imageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal imageCubeArray, ivec3, vec4); Step #5: f16vec2 imageAtomicAdd(volatile coherent nontemporal imageCubeArray, ivec3, f16vec2); Step #5: f16vec2 imageAtomicMin(volatile coherent nontemporal imageCubeArray, ivec3, f16vec2); Step #5: f16vec2 imageAtomicMax(volatile coherent nontemporal imageCubeArray, ivec3, f16vec2); Step #5: f16vec2 imageAtomicExchange(volatile coherent nontemporal imageCubeArray, ivec3, f16vec2); Step #5: f16vec4 imageAtomicAdd(volatile coherent nontemporal imageCubeArray, ivec3, f16vec4); Step #5: f16vec4 imageAtomicMin(volatile coherent nontemporal imageCubeArray, ivec3, f16vec4); Step #5: f16vec4 imageAtomicMax(volatile coherent nontemporal imageCubeArray, ivec3, f16vec4); Step #5: f16vec4 imageAtomicExchange(volatile coherent nontemporal imageCubeArray, ivec3, f16vec4); Step #5: ivec3 imageSize(readonly writeonly volatile coherent nontemporal iimageCubeArray); 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: ivec3 imageSize(readonly writeonly volatile coherent nontemporal uimageCubeArray); 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: ivec2 imageSize(readonly writeonly volatile coherent nontemporal image2DMS); Step #5: int imageSamples(readonly writeonly volatile coherent nontemporal image2DMS); 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: f16vec2 imageAtomicAdd(volatile coherent nontemporal image2DMS, ivec2, int, f16vec2); Step #5: f16vec2 imageAtomicMin(volatile coherent nontemporal image2DMS, ivec2, int, f16vec2); Step #5: f16vec2 imageAtomicMax(volatile coherent nontemporal image2DMS, ivec2, int, f16vec2); Step #5: f16vec2 imageAtomicExchange(volatile coherent nontemporal image2DMS, ivec2, int, f16vec2); Step #5: f16vec4 imageAtomicAdd(volatile coherent nontemporal image2DMS, ivec2, int, f16vec4); Step #5: f16vec4 imageAtomicMin(volatile coherent nontemporal image2DMS, ivec2, int, f16vec4); Step #5: f16vec4 imageAtomicMax(volatile coherent nontemporal image2DMS, ivec2, int, f16vec4); Step #5: f16vec4 imageAtomicExchange(volatile coherent nontemporal image2DMS, ivec2, int, f16vec4); Step #5: ivec2 imageSize(readonly writeonly volatile coherent nontemporal iimage2DMS); Step #5: int imageSamples(readonly writeonly volatile coherent nontemporal iimage2DMS); 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: ivec2 imageSize(readonly writeonly volatile coherent nontemporal uimage2DMS); Step #5: int imageSamples(readonly writeonly volatile coherent nontemporal uimage2DMS); 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: ivec3 imageSize(readonly writeonly volatile coherent nontemporal image2DMSArray); Step #5: int imageSamples(readonly writeonly volatile coherent nontemporal image2DMSArray); 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: f16vec2 imageAtomicAdd(volatile coherent nontemporal image2DMSArray, ivec3, int, f16vec2); Step #5: f16vec2 imageAtomicMin(volatile coherent nontemporal image2DMSArray, ivec3, int, f16vec2); Step #5: f16vec2 imageAtomicMax(volatile coherent nontemporal image2DMSArray, ivec3, int, f16vec2); Step #5: f16vec2 imageAtomicExchange(volatile coherent nontemporal image2DMSArray, ivec3, int, f16vec2); Step #5: f16vec4 imageAtomicAdd(volatile coherent nontemporal image2DMSArray, ivec3, int, f16vec4); Step #5: f16vec4 imageAtomicMin(volatile coherent nontemporal image2DMSArray, ivec3, int, f16vec4); Step #5: f16vec4 imageAtomicMax(volatile coherent nontemporal image2DMSArray, ivec3, int, f16vec4); Step #5: f16vec4 imageAtomicExchange(volatile coherent nontemporal image2DMSArray, ivec3, int, f16vec4); Step #5: ivec3 imageSize(readonly writeonly volatile coherent nontemporal iimage2DMSArray); Step #5: int imageSamples(readonly writeonly volatile coherent nontemporal iimage2DMSArray); 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: ivec3 imageSize(readonly writeonly volatile coherent nontemporal uimage2DMSArray); Step #5: int imageSamples(readonly writeonly volatile coherent nontemporal uimage2DMSArray); 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: const int gl_ScopeDevice = 1; Step #5: const int gl_ScopeWorkgroup = 2; Step #5: const int gl_ScopeSubgroup = 3; Step #5: const int gl_ScopeInvocation = 4; Step #5: const int gl_ScopeQueueFamily = 5; Step #5: const int gl_ScopeShaderCallEXT = 6; Step #5: const int gl_SemanticsRelaxed = 0x0; Step #5: const int gl_SemanticsAcquire = 0x2; Step #5: const int gl_SemanticsRelease = 0x4; Step #5: const int gl_SemanticsAcquireRelease = 0x8; Step #5: const int gl_SemanticsMakeAvailable = 0x2000; Step #5: const int gl_SemanticsMakeVisible = 0x4000; Step #5: const int gl_SemanticsVolatile = 0x8000; Step #5: const int gl_StorageSemanticsNone = 0x0; Step #5: const int gl_StorageSemanticsBuffer = 0x40; Step #5: const int gl_StorageSemanticsShared = 0x100; Step #5: const int gl_StorageSemanticsImage = 0x800; Step #5: const int gl_StorageSemanticsOutput = 0x1000; Step #5: int imageSize(readonly writeonly volatile coherent nontemporal i64image1D); Step #5: i64vec4 imageLoad(readonly volatile coherent nontemporal i64image1D, int); Step #5: void imageStore(writeonly volatile coherent nontemporal i64image1D, int, i64vec4); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image1D, int, highp int64_t); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image1D, int, highp int64_t); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image1D, int, highp int64_t); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image1D, int, highp int64_t); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image1D, int, highp int64_t); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image1D, int, highp int64_t); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image1D, int, highp int64_t); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image1D, int, highp int64_t, highp int64_t); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image1D, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image1D, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image1D, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image1D, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image1D, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image1D, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image1D, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image1D, int, highp int64_t, highp int64_t, int, int, int, int, int); Step #5: highp int64_t imageAtomicLoad(volatile coherent nontemporal i64image1D, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal i64image1D, int, highp int64_t, int, int, int); Step #5: int imageSize(readonly writeonly volatile coherent nontemporal u64image1D); Step #5: u64vec4 imageLoad(readonly volatile coherent nontemporal u64image1D, int); Step #5: void imageStore(writeonly volatile coherent nontemporal u64image1D, int, u64vec4); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image1D, int, highp uint64_t); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image1D, int, highp uint64_t); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image1D, int, highp uint64_t); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image1D, int, highp uint64_t); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image1D, int, highp uint64_t); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image1D, int, highp uint64_t); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image1D, int, highp uint64_t); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image1D, int, highp uint64_t, highp uint64_t); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image1D, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image1D, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image1D, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image1D, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image1D, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image1D, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image1D, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image1D, int, highp uint64_t, highp uint64_t, int, int, int, int, int); Step #5: highp uint64_t imageAtomicLoad(volatile coherent nontemporal u64image1D, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal u64image1D, int, highp uint64_t, int, int, int); Step #5: ivec2 imageSize(readonly writeonly volatile coherent nontemporal i64image2D); Step #5: i64vec4 imageLoad(readonly volatile coherent nontemporal i64image2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal i64image2D, ivec2, i64vec4); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image2D, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image2D, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image2D, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image2D, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image2D, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image2D, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image2D, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, highp int64_t); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, highp int64_t, int, int, int, int, int); Step #5: highp int64_t imageAtomicLoad(volatile coherent nontemporal i64image2D, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, int, int, int); Step #5: ivec2 imageSize(readonly writeonly volatile coherent nontemporal u64image2D); Step #5: u64vec4 imageLoad(readonly volatile coherent nontemporal u64image2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal u64image2D, ivec2, u64vec4); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, highp uint64_t); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, highp uint64_t, int, int, int, int, int); Step #5: highp uint64_t imageAtomicLoad(volatile coherent nontemporal u64image2D, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, int, int, int); Step #5: ivec3 imageSize(readonly writeonly volatile coherent nontemporal i64image3D); Step #5: i64vec4 imageLoad(readonly volatile coherent nontemporal i64image3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal i64image3D, ivec3, i64vec4); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image3D, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image3D, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image3D, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image3D, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image3D, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image3D, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image3D, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, highp int64_t); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, highp int64_t, int, int, int, int, int); Step #5: highp int64_t imageAtomicLoad(volatile coherent nontemporal i64image3D, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, int, int, int); Step #5: ivec3 imageSize(readonly writeonly volatile coherent nontemporal u64image3D); Step #5: u64vec4 imageLoad(readonly volatile coherent nontemporal u64image3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal u64image3D, ivec3, u64vec4); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, highp uint64_t); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, highp uint64_t, int, int, int, int, int); Step #5: highp uint64_t imageAtomicLoad(volatile coherent nontemporal u64image3D, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, int, int, int); Step #5: ivec2 imageSize(readonly writeonly volatile coherent nontemporal i64imageCube); Step #5: i64vec4 imageLoad(readonly volatile coherent nontemporal i64imageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal i64imageCube, ivec3, i64vec4); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, highp int64_t); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, highp int64_t, int, int, int, int, int); Step #5: highp int64_t imageAtomicLoad(volatile coherent nontemporal i64imageCube, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, int, int, int); Step #5: ivec2 imageSize(readonly writeonly volatile coherent nontemporal u64imageCube); Step #5: u64vec4 imageLoad(readonly volatile coherent nontemporal u64imageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal u64imageCube, ivec3, u64vec4); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, highp uint64_t); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, highp uint64_t, int, int, int, int, int); Step #5: highp uint64_t imageAtomicLoad(volatile coherent nontemporal u64imageCube, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, int, int, int); Step #5: ivec2 imageSize(readonly writeonly volatile coherent nontemporal i64image2DRect); Step #5: i64vec4 imageLoad(readonly volatile coherent nontemporal i64image2DRect, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal i64image2DRect, ivec2, i64vec4); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image2DRect, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image2DRect, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image2DRect, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image2DRect, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image2DRect, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image2DRect, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image2DRect, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image2DRect, ivec2, highp int64_t, highp int64_t); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image2DRect, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image2DRect, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image2DRect, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image2DRect, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image2DRect, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image2DRect, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image2DRect, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image2DRect, ivec2, highp int64_t, highp int64_t, int, int, int, int, int); Step #5: highp int64_t imageAtomicLoad(volatile coherent nontemporal i64image2DRect, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal i64image2DRect, ivec2, highp int64_t, int, int, int); Step #5: ivec2 imageSize(readonly writeonly volatile coherent nontemporal u64image2DRect); Step #5: u64vec4 imageLoad(readonly volatile coherent nontemporal u64image2DRect, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal u64image2DRect, ivec2, u64vec4); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image2DRect, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image2DRect, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image2DRect, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image2DRect, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image2DRect, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image2DRect, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image2DRect, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image2DRect, ivec2, highp uint64_t, highp uint64_t); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image2DRect, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image2DRect, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image2DRect, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image2DRect, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image2DRect, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image2DRect, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image2DRect, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image2DRect, ivec2, highp uint64_t, highp uint64_t, int, int, int, int, int); Step #5: highp uint64_t imageAtomicLoad(volatile coherent nontemporal u64image2DRect, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal u64image2DRect, ivec2, highp uint64_t, int, int, int); Step #5: int imageSize(readonly writeonly volatile coherent nontemporal i64imageBuffer); Step #5: i64vec4 imageLoad(readonly volatile coherent nontemporal i64imageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal i64imageBuffer, int, i64vec4); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64imageBuffer, int, highp int64_t); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64imageBuffer, int, highp int64_t); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64imageBuffer, int, highp int64_t); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64imageBuffer, int, highp int64_t); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64imageBuffer, int, highp int64_t); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64imageBuffer, int, highp int64_t); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64imageBuffer, int, highp int64_t); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, highp int64_t); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, highp int64_t, int, int, int, int, int); Step #5: highp int64_t imageAtomicLoad(volatile coherent nontemporal i64imageBuffer, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, int, int, int); Step #5: int imageSize(readonly writeonly volatile coherent nontemporal u64imageBuffer); Step #5: u64vec4 imageLoad(readonly volatile coherent nontemporal u64imageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal u64imageBuffer, int, u64vec4); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, highp uint64_t); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, highp uint64_t, int, int, int, int, int); Step #5: highp uint64_t imageAtomicLoad(volatile coherent nontemporal u64imageBuffer, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, int, int, int); Step #5: ivec2 imageSize(readonly writeonly volatile coherent nontemporal i64image1DArray); Step #5: i64vec4 imageLoad(readonly volatile coherent nontemporal i64image1DArray, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal i64image1DArray, ivec2, i64vec4); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image1DArray, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image1DArray, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image1DArray, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image1DArray, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image1DArray, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image1DArray, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image1DArray, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image1DArray, ivec2, highp int64_t, highp int64_t); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image1DArray, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image1DArray, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image1DArray, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image1DArray, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image1DArray, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image1DArray, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image1DArray, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image1DArray, ivec2, highp int64_t, highp int64_t, int, int, int, int, int); Step #5: highp int64_t imageAtomicLoad(volatile coherent nontemporal i64image1DArray, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal i64image1DArray, ivec2, highp int64_t, int, int, int); Step #5: ivec2 imageSize(readonly writeonly volatile coherent nontemporal u64image1DArray); Step #5: u64vec4 imageLoad(readonly volatile coherent nontemporal u64image1DArray, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal u64image1DArray, ivec2, u64vec4); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image1DArray, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image1DArray, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image1DArray, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image1DArray, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image1DArray, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image1DArray, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image1DArray, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image1DArray, ivec2, highp uint64_t, highp uint64_t); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image1DArray, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image1DArray, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image1DArray, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image1DArray, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image1DArray, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image1DArray, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image1DArray, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image1DArray, ivec2, highp uint64_t, highp uint64_t, int, int, int, int, int); Step #5: highp uint64_t imageAtomicLoad(volatile coherent nontemporal u64image1DArray, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal u64image1DArray, ivec2, highp uint64_t, int, int, int); Step #5: ivec3 imageSize(readonly writeonly volatile coherent nontemporal i64image2DArray); Step #5: i64vec4 imageLoad(readonly volatile coherent nontemporal i64image2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal i64image2DArray, ivec3, i64vec4); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, highp int64_t); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, highp int64_t, int, int, int, int, int); Step #5: highp int64_t imageAtomicLoad(volatile coherent nontemporal i64image2DArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, int, int, int); Step #5: ivec3 imageSize(readonly writeonly volatile coherent nontemporal u64image2DArray); Step #5: u64vec4 imageLoad(readonly volatile coherent nontemporal u64image2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal u64image2DArray, ivec3, u64vec4); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, highp uint64_t); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, highp uint64_t, int, int, int, int, int); Step #5: highp uint64_t imageAtomicLoad(volatile coherent nontemporal u64image2DArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, int, int, int); Step #5: ivec3 imageSize(readonly writeonly volatile coherent nontemporal i64imageCubeArray); Step #5: i64vec4 imageLoad(readonly volatile coherent nontemporal i64imageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal i64imageCubeArray, ivec3, i64vec4); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, highp int64_t); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, highp int64_t, int, int, int, int, int); Step #5: highp int64_t imageAtomicLoad(volatile coherent nontemporal i64imageCubeArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, int, int, int); Step #5: ivec3 imageSize(readonly writeonly volatile coherent nontemporal u64imageCubeArray); Step #5: u64vec4 imageLoad(readonly volatile coherent nontemporal u64imageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal u64imageCubeArray, ivec3, u64vec4); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, highp uint64_t); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, highp uint64_t, int, int, int, int, int); Step #5: highp uint64_t imageAtomicLoad(volatile coherent nontemporal u64imageCubeArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, int, int, int); Step #5: ivec2 imageSize(readonly writeonly volatile coherent nontemporal i64image2DMS); Step #5: int imageSamples(readonly writeonly volatile coherent nontemporal i64image2DMS); Step #5: i64vec4 imageLoad(readonly volatile coherent nontemporal i64image2DMS, ivec2, int); Step #5: void imageStore(writeonly volatile coherent nontemporal i64image2DMS, ivec2, int, i64vec4); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, highp int64_t); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, highp int64_t, int, int, int, int, int); Step #5: highp int64_t imageAtomicLoad(volatile coherent nontemporal i64image2DMS, ivec2, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, int, int, int); Step #5: ivec2 imageSize(readonly writeonly volatile coherent nontemporal u64image2DMS); Step #5: int imageSamples(readonly writeonly volatile coherent nontemporal u64image2DMS); Step #5: u64vec4 imageLoad(readonly volatile coherent nontemporal u64image2DMS, ivec2, int); Step #5: void imageStore(writeonly volatile coherent nontemporal u64image2DMS, ivec2, int, u64vec4); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, highp uint64_t); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, highp uint64_t, int, int, int, int, int); Step #5: highp uint64_t imageAtomicLoad(volatile coherent nontemporal u64image2DMS, ivec2, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, int, int, int); Step #5: ivec3 imageSize(readonly writeonly volatile coherent nontemporal i64image2DMSArray); Step #5: int imageSamples(readonly writeonly volatile coherent nontemporal i64image2DMSArray); Step #5: i64vec4 imageLoad(readonly volatile coherent nontemporal i64image2DMSArray, ivec3, int); Step #5: void imageStore(writeonly volatile coherent nontemporal i64image2DMSArray, ivec3, int, i64vec4); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, highp int64_t); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, highp int64_t, int, int, int, int, int); Step #5: highp int64_t imageAtomicLoad(volatile coherent nontemporal i64image2DMSArray, ivec3, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, int, int, int); Step #5: ivec3 imageSize(readonly writeonly volatile coherent nontemporal u64image2DMSArray); Step #5: int imageSamples(readonly writeonly volatile coherent nontemporal u64image2DMSArray); Step #5: u64vec4 imageLoad(readonly volatile coherent nontemporal u64image2DMSArray, ivec3, int); Step #5: void imageStore(writeonly volatile coherent nontemporal u64image2DMSArray, ivec3, int, u64vec4); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, highp uint64_t); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, highp uint64_t, int, int, int, int, int); Step #5: highp uint64_t imageAtomicLoad(volatile coherent nontemporal u64image2DMSArray, ivec3, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, int, int, int); Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:460: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:16: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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;vec4 gl_FragColor;in float gl_ClipDistance[];in gl_PerFragment {in float gl_FogFragCoord;in vec4 gl_TexCoord[];in vec4 gl_Color;in vec4 gl_SecondaryColor;};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 bool gl_FragFullyCoveredNV; 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:16: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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[];flat in int gl_Layer;flat in int gl_ViewportIndex;in bool gl_FragFullyCoveredNV; 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: 0:476: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: vector radians(vector); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: vector degrees(vector); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: vector sin(vector); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: vector cos(vector); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: vector tan(vector); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: vector asin(vector); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: vector acos(vector); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: vector atan(vector,vector); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: vector atan(vector); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: vector pow(vector,vector); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: vector exp(vector); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: vector log(vector); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: vector exp2(vector); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: vector log2(vector); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: vector sqrt(vector); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: vector inversesqrt(vector); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: vector abs(vector); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: vector sign(vector); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: vector floor(vector); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: vector ceil(vector); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: vector fract(vector); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: vector mod(vector,vector); Step #5: vector mod(vector,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: vector min(vector,vector); Step #5: vector min(vector,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: vector max(vector,vector); Step #5: vector max(vector,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: vector clamp(vector,vector,vector); Step #5: vector clamp(vector,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: vector mix(vector,vector,vector); Step #5: vector mix(vector,vector,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: vector step(vector,vector); Step #5: vector step(float,vector); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: vector smoothstep(vector,vector,vector); Step #5: vector smoothstep(float,float,vector); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: vector normalize(vector); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: vector faceforward(vector,vector,vector); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: vector reflect(vector,vector); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: vector refract(vector,vector,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float length(vector); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float distance(vector,vector); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: float dot(vector,vector); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: vector lessThan(vector,vector); Step #5: vector lessThan(vector,vector); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: vector lessThanEqual(vector,vector); Step #5: vector lessThanEqual(vector,vector); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: vector greaterThan(vector,vector); Step #5: vector greaterThan(vector,vector); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: vector greaterThanEqual(vector,vector); Step #5: vector greaterThanEqual(vector,vector); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: vector equal(vector,vector); Step #5: vector equal(vector,vector); Step #5: vector equal(vector,vector); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: vector notEqual(vector,vector); Step #5: vector notEqual(vector,vector); Step #5: vector notEqual(vector,vector); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool any(vector); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bool all(vector); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: vector not(vector); Step #5: float sinh(float); Step #5: vec2 sinh(vec2); Step #5: vec3 sinh(vec3); Step #5: vec4 sinh(vec4); Step #5: vector sinh(vector); Step #5: float cosh(float); Step #5: vec2 cosh(vec2); Step #5: vec3 cosh(vec3); Step #5: vec4 cosh(vec4); Step #5: vector cosh(vector); Step #5: float tanh(float); Step #5: vec2 tanh(vec2); Step #5: vec3 tanh(vec3); Step #5: vec4 tanh(vec4); Step #5: vector tanh(vector); Step #5: float asinh(float); Step #5: vec2 asinh(vec2); Step #5: vec3 asinh(vec3); Step #5: vec4 asinh(vec4); Step #5: vector asinh(vector); Step #5: float acosh(float); Step #5: vec2 acosh(vec2); Step #5: vec3 acosh(vec3); Step #5: vec4 acosh(vec4); Step #5: vector acosh(vector); Step #5: float atanh(float); Step #5: vec2 atanh(vec2); Step #5: vec3 atanh(vec3); Step #5: vec4 atanh(vec4); Step #5: vector atanh(vector); Step #5: int abs(int); Step #5: ivec2 abs(ivec2); Step #5: ivec3 abs(ivec3); Step #5: ivec4 abs(ivec4); Step #5: vector abs(vector); Step #5: int sign(int); Step #5: ivec2 sign(ivec2); Step #5: ivec3 sign(ivec3); Step #5: ivec4 sign(ivec4); Step #5: vector sign(vector); Step #5: float trunc(float); Step #5: vec2 trunc(vec2); Step #5: vec3 trunc(vec3); Step #5: vec4 trunc(vec4); Step #5: vector trunc(vector); Step #5: float round(float); Step #5: vec2 round(vec2); Step #5: vec3 round(vec3); Step #5: vec4 round(vec4); Step #5: vector round(vector); Step #5: float roundEven(float); Step #5: vec2 roundEven(vec2); Step #5: vec3 roundEven(vec3); Step #5: vec4 roundEven(vec4); Step #5: vector roundEven(vector); 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: vector modf(vector,out vector); 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: vector min(vector,vector); Step #5: vector min(vector,vector); Step #5: vector min(vector,int); Step #5: vector min(vector,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: vector max(vector,vector); Step #5: vector max(vector,vector); Step #5: vector max(vector,int); Step #5: vector max(vector,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: vector clamp(vector,vector,vector); Step #5: vector clamp(vector,vector,vector); Step #5: vector clamp(vector,int,int); Step #5: vector clamp(vector,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: vector mix(vector,vector,vector); Step #5: bool isinf(float); Step #5: bvec2 isinf(vec2); Step #5: bvec3 isinf(vec3); Step #5: bvec4 isinf(vec4); Step #5: vector isinf(vector); Step #5: bool isnan(float); Step #5: bvec2 isnan(vec2); Step #5: bvec3 isnan(vec3); Step #5: bvec4 isnan(vec4); Step #5: vector isnan(vector); Step #5: bvec2 lessThan(uvec2,uvec2); Step #5: bvec3 lessThan(uvec3,uvec3); Step #5: bvec4 lessThan(uvec4,uvec4); Step #5: vector lessThan(vector,vector); Step #5: bvec2 lessThanEqual(uvec2,uvec2); Step #5: bvec3 lessThanEqual(uvec3,uvec3); Step #5: bvec4 lessThanEqual(uvec4,uvec4); Step #5: vector lessThanEqual(vector,vector); Step #5: bvec2 greaterThan(uvec2,uvec2); Step #5: bvec3 greaterThan(uvec3,uvec3); Step #5: bvec4 greaterThan(uvec4,uvec4); Step #5: vector greaterThan(vector,vector); Step #5: bvec2 greaterThanEqual(uvec2,uvec2); Step #5: bvec3 greaterThanEqual(uvec3,uvec3); Step #5: bvec4 greaterThanEqual(uvec4,uvec4); Step #5: vector greaterThanEqual(vector,vector); Step #5: bvec2 equal(uvec2,uvec2); Step #5: bvec3 equal(uvec3,uvec3); Step #5: bvec4 equal(uvec4,uvec4); Step #5: vector equal(vector,vector); Step #5: bvec2 notEqual(uvec2,uvec2); Step #5: bvec3 notEqual(uvec3,uvec3); Step #5: bvec4 notEqual(uvec4,uvec4); Step #5: vector notEqual(vector,vector); Step #5: int atomicAdd(coherent volatile nontemporal inout int,int); Step #5: uint atomicAdd(coherent volatile nontemporal inout uint,uint); Step #5: int atomicMin(coherent volatile nontemporal inout int,int); Step #5: uint atomicMin(coherent volatile nontemporal inout uint,uint); Step #5: int atomicMax(coherent volatile nontemporal inout int,int); Step #5: uint atomicMax(coherent volatile nontemporal inout uint,uint); Step #5: int atomicAnd(coherent volatile nontemporal inout int,int); Step #5: uint atomicAnd(coherent volatile nontemporal inout uint,uint); Step #5: int atomicOr(coherent volatile nontemporal inout int,int); Step #5: uint atomicOr(coherent volatile nontemporal inout uint,uint); Step #5: int atomicXor(coherent volatile nontemporal inout int,int); Step #5: uint atomicXor(coherent volatile nontemporal inout uint,uint); Step #5: int atomicExchange(coherent volatile nontemporal inout int,int); Step #5: uint atomicExchange(coherent volatile nontemporal inout uint,uint); Step #5: int atomicCompSwap(coherent volatile nontemporal inout int,int,int); Step #5: uint atomicCompSwap(coherent volatile nontemporal inout uint,uint,uint); Step #5: bool mix(bool,bool,bool); Step #5: bvec2 mix(bvec2,bvec2,bvec2); Step #5: bvec3 mix(bvec3,bvec3,bvec3); Step #5: bvec4 mix(bvec4,bvec4,bvec4); Step #5: vector mix(vector,vector,vector); Step #5: int mix(int,int,bool); Step #5: ivec2 mix(ivec2,ivec2,bvec2); Step #5: ivec3 mix(ivec3,ivec3,bvec3); Step #5: ivec4 mix(ivec4,ivec4,bvec4); Step #5: uint mix(uint,uint,bool); Step #5: uvec2 mix(uvec2,uvec2,bvec2); Step #5: uvec3 mix(uvec3,uvec3,bvec3); Step #5: uvec4 mix(uvec4,uvec4,bvec4); Step #5: vector mix(vector,vector,vector); Step #5: vector mix(vector,vector,vector); 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: int64_t abs(int64_t);i64vec2 abs(i64vec2);i64vec3 abs(i64vec3);i64vec4 abs(i64vec4);int64_t sign(int64_t);i64vec2 sign(i64vec2);i64vec3 sign(i64vec3);i64vec4 sign(i64vec4);int64_t min(int64_t, int64_t);i64vec2 min(i64vec2, int64_t);i64vec3 min(i64vec3, int64_t);i64vec4 min(i64vec4, int64_t);i64vec2 min(i64vec2, i64vec2);i64vec3 min(i64vec3, i64vec3);i64vec4 min(i64vec4, i64vec4);uint64_t min(uint64_t, uint64_t);u64vec2 min(u64vec2, uint64_t);u64vec3 min(u64vec3, uint64_t);u64vec4 min(u64vec4, uint64_t);u64vec2 min(u64vec2, u64vec2);u64vec3 min(u64vec3, u64vec3);u64vec4 min(u64vec4, u64vec4);int64_t max(int64_t, int64_t);i64vec2 max(i64vec2, int64_t);i64vec3 max(i64vec3, int64_t);i64vec4 max(i64vec4, int64_t);i64vec2 max(i64vec2, i64vec2);i64vec3 max(i64vec3, i64vec3);i64vec4 max(i64vec4, i64vec4);uint64_t max(uint64_t, uint64_t);u64vec2 max(u64vec2, uint64_t);u64vec3 max(u64vec3, uint64_t);u64vec4 max(u64vec4, uint64_t);u64vec2 max(u64vec2, u64vec2);u64vec3 max(u64vec3, u64vec3);u64vec4 max(u64vec4, u64vec4);int64_t clamp(int64_t, int64_t, int64_t);i64vec2 clamp(i64vec2, int64_t, int64_t);i64vec3 clamp(i64vec3, int64_t, int64_t);i64vec4 clamp(i64vec4, int64_t, int64_t);i64vec2 clamp(i64vec2, i64vec2, i64vec2);i64vec3 clamp(i64vec3, i64vec3, i64vec3);i64vec4 clamp(i64vec4, i64vec4, i64vec4);uint64_t clamp(uint64_t, uint64_t, uint64_t);u64vec2 clamp(u64vec2, uint64_t, uint64_t);u64vec3 clamp(u64vec3, uint64_t, uint64_t);u64vec4 clamp(u64vec4, uint64_t, uint64_t);u64vec2 clamp(u64vec2, u64vec2, u64vec2);u64vec3 clamp(u64vec3, u64vec3, u64vec3);u64vec4 clamp(u64vec4, u64vec4, u64vec4);int64_t mix(int64_t, int64_t, bool);i64vec2 mix(i64vec2, i64vec2, bvec2);i64vec3 mix(i64vec3, i64vec3, bvec3);i64vec4 mix(i64vec4, i64vec4, bvec4);uint64_t mix(uint64_t, uint64_t, bool);u64vec2 mix(u64vec2, u64vec2, bvec2);u64vec3 mix(u64vec3, u64vec3, bvec3);u64vec4 mix(u64vec4, u64vec4, bvec4);int64_t doubleBitsToInt64(float64_t);i64vec2 doubleBitsToInt64(f64vec2);i64vec3 doubleBitsToInt64(f64vec3);i64vec4 doubleBitsToInt64(f64vec4);uint64_t doubleBitsToUint64(float64_t);u64vec2 doubleBitsToUint64(f64vec2);u64vec3 doubleBitsToUint64(f64vec3);u64vec4 doubleBitsToUint64(f64vec4);float64_t int64BitsToDouble(int64_t);f64vec2 int64BitsToDouble(i64vec2);f64vec3 int64BitsToDouble(i64vec3);f64vec4 int64BitsToDouble(i64vec4);float64_t uint64BitsToDouble(uint64_t);f64vec2 uint64BitsToDouble(u64vec2);f64vec3 uint64BitsToDouble(u64vec3);f64vec4 uint64BitsToDouble(u64vec4);int64_t packInt2x32(ivec2);uint64_t packUint2x32(uvec2);ivec2 unpackInt2x32(int64_t);uvec2 unpackUint2x32(uint64_t);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);int64_t bitCount(int64_t);i64vec2 bitCount(i64vec2);i64vec3 bitCount(i64vec3);i64vec4 bitCount(i64vec4);int64_t bitCount(uint64_t);i64vec2 bitCount(u64vec2);i64vec3 bitCount(u64vec3);i64vec4 bitCount(u64vec4);int64_t findLSB(int64_t);i64vec2 findLSB(i64vec2);i64vec3 findLSB(i64vec3);i64vec4 findLSB(i64vec4);int64_t findLSB(uint64_t);i64vec2 findLSB(u64vec2);i64vec3 findLSB(u64vec3);i64vec4 findLSB(u64vec4);int64_t findMSB(int64_t);i64vec2 findMSB(i64vec2);i64vec3 findMSB(i64vec3);i64vec4 findMSB(i64vec4);int64_t findMSB(uint64_t);i64vec2 findMSB(u64vec2);i64vec3 findMSB(u64vec3);i64vec4 findMSB(u64vec4); Step #5: float min3(float, float, float);vec2 min3(vec2, vec2, vec2);vec3 min3(vec3, vec3, vec3);vec4 min3(vec4, vec4, vec4);int min3(int, int, int);ivec2 min3(ivec2, ivec2, ivec2);ivec3 min3(ivec3, ivec3, ivec3);ivec4 min3(ivec4, ivec4, ivec4);uint min3(uint, uint, uint);uvec2 min3(uvec2, uvec2, uvec2);uvec3 min3(uvec3, uvec3, uvec3);uvec4 min3(uvec4, uvec4, uvec4);float max3(float, float, float);vec2 max3(vec2, vec2, vec2);vec3 max3(vec3, vec3, vec3);vec4 max3(vec4, vec4, vec4);int max3(int, int, int);ivec2 max3(ivec2, ivec2, ivec2);ivec3 max3(ivec3, ivec3, ivec3);ivec4 max3(ivec4, ivec4, ivec4);uint max3(uint, uint, uint);uvec2 max3(uvec2, uvec2, uvec2);uvec3 max3(uvec3, uvec3, uvec3);uvec4 max3(uvec4, uvec4, uvec4);float mid3(float, float, float);vec2 mid3(vec2, vec2, vec2);vec3 mid3(vec3, vec3, vec3);vec4 mid3(vec4, vec4, vec4);int mid3(int, int, int);ivec2 mid3(ivec2, ivec2, ivec2);ivec3 mid3(ivec3, ivec3, ivec3);ivec4 mid3(ivec4, ivec4, ivec4);uint mid3(uint, uint, uint);uvec2 mid3(uvec2, uvec2, uvec2);uvec3 mid3(uvec3, uvec3, uvec3);uvec4 mid3(uvec4, uvec4, uvec4);float16_t min3(float16_t, float16_t, float16_t);f16vec2 min3(f16vec2, f16vec2, f16vec2);f16vec3 min3(f16vec3, f16vec3, f16vec3);f16vec4 min3(f16vec4, f16vec4, f16vec4);float16_t max3(float16_t, float16_t, float16_t);f16vec2 max3(f16vec2, f16vec2, f16vec2);f16vec3 max3(f16vec3, f16vec3, f16vec3);f16vec4 max3(f16vec4, f16vec4, f16vec4);float16_t mid3(float16_t, float16_t, float16_t);f16vec2 mid3(f16vec2, f16vec2, f16vec2);f16vec3 mid3(f16vec3, f16vec3, f16vec3);f16vec4 mid3(f16vec4, f16vec4, f16vec4);int16_t min3(int16_t, int16_t, int16_t);i16vec2 min3(i16vec2, i16vec2, i16vec2);i16vec3 min3(i16vec3, i16vec3, i16vec3);i16vec4 min3(i16vec4, i16vec4, i16vec4);int16_t max3(int16_t, int16_t, int16_t);i16vec2 max3(i16vec2, i16vec2, i16vec2);i16vec3 max3(i16vec3, i16vec3, i16vec3);i16vec4 max3(i16vec4, i16vec4, i16vec4);int16_t mid3(int16_t, int16_t, int16_t);i16vec2 mid3(i16vec2, i16vec2, i16vec2);i16vec3 mid3(i16vec3, i16vec3, i16vec3);i16vec4 mid3(i16vec4, i16vec4, i16vec4);uint16_t min3(uint16_t, uint16_t, uint16_t);u16vec2 min3(u16vec2, u16vec2, u16vec2);u16vec3 min3(u16vec3, u16vec3, u16vec3);u16vec4 min3(u16vec4, u16vec4, u16vec4);uint16_t max3(uint16_t, uint16_t, uint16_t);u16vec2 max3(u16vec2, u16vec2, u16vec2);u16vec3 max3(u16vec3, u16vec3, u16vec3);u16vec4 max3(u16vec4, u16vec4, u16vec4);uint16_t mid3(uint16_t, uint16_t, uint16_t);u16vec2 mid3(u16vec2, u16vec2, u16vec2);u16vec3 mid3(u16vec3, u16vec3, u16vec3);u16vec4 mid3(u16vec4, u16vec4, u16vec4); Step #5: uint atomicAdd(coherent volatile nontemporal inout uint, uint, int, int, int); int atomicAdd(coherent volatile nontemporal inout int, int, int, int, int);uint atomicMin(coherent volatile nontemporal inout uint, uint, int, int, int); int atomicMin(coherent volatile nontemporal inout int, int, int, int, int);uint atomicMax(coherent volatile nontemporal inout uint, uint, int, int, int); int atomicMax(coherent volatile nontemporal inout int, int, int, int, int);uint atomicAnd(coherent volatile nontemporal inout uint, uint, int, int, int); int atomicAnd(coherent volatile nontemporal inout int, int, int, int, int);uint atomicOr (coherent volatile nontemporal inout uint, uint, int, int, int); int atomicOr (coherent volatile nontemporal inout int, int, int, int, int);uint atomicXor(coherent volatile nontemporal inout uint, uint, int, int, int); int atomicXor(coherent volatile nontemporal inout int, int, int, int, int);uint atomicExchange(coherent volatile nontemporal inout uint, uint, int, int, int); int atomicExchange(coherent volatile nontemporal inout int, int, int, int, int);uint atomicCompSwap(coherent volatile nontemporal inout uint, uint, uint, int, int, int, int, int); int atomicCompSwap(coherent volatile nontemporal inout int, int, int, int, int, int, int, int);uint atomicLoad(coherent volatile nontemporal in uint, int, int, int); int atomicLoad(coherent volatile nontemporal in int, int, int, int);void atomicStore(coherent volatile nontemporal out uint, uint, int, int, int);void atomicStore(coherent volatile nontemporal out int, int, int, int, int); Step #5: uint64_t atomicMin(coherent volatile nontemporal inout uint64_t, uint64_t); int64_t atomicMin(coherent volatile nontemporal inout int64_t, int64_t);uint64_t atomicMin(coherent volatile nontemporal inout uint64_t, uint64_t, int, int, int); int64_t atomicMin(coherent volatile nontemporal inout int64_t, int64_t, int, int, int);float16_t atomicMin(coherent volatile nontemporal inout float16_t, float16_t);float16_t atomicMin(coherent volatile nontemporal inout float16_t, float16_t, int, int, int); float atomicMin(coherent volatile nontemporal inout float, float); float atomicMin(coherent volatile nontemporal inout float, float, int, int, int); double atomicMin(coherent volatile nontemporal inout double, double); double atomicMin(coherent volatile nontemporal inout double, double, int, int, int);uint64_t atomicMax(coherent volatile nontemporal inout uint64_t, uint64_t); int64_t atomicMax(coherent volatile nontemporal inout int64_t, int64_t);uint64_t atomicMax(coherent volatile nontemporal inout uint64_t, uint64_t, int, int, int); int64_t atomicMax(coherent volatile nontemporal inout int64_t, int64_t, int, int, int);float16_t atomicMax(coherent volatile nontemporal inout float16_t, float16_t);float16_t atomicMax(coherent volatile nontemporal inout float16_t, float16_t, int, int, int); float atomicMax(coherent volatile nontemporal inout float, float); float atomicMax(coherent volatile nontemporal inout float, float, int, int, int); double atomicMax(coherent volatile nontemporal inout double, double); double atomicMax(coherent volatile nontemporal inout double, double, int, int, int);uint64_t atomicAnd(coherent volatile nontemporal inout uint64_t, uint64_t); int64_t atomicAnd(coherent volatile nontemporal inout int64_t, int64_t);uint64_t atomicAnd(coherent volatile nontemporal inout uint64_t, uint64_t, int, int, int); int64_t atomicAnd(coherent volatile nontemporal inout int64_t, int64_t, int, int, int);uint64_t atomicOr (coherent volatile nontemporal inout uint64_t, uint64_t); int64_t atomicOr (coherent volatile nontemporal inout int64_t, int64_t);uint64_t atomicOr (coherent volatile nontemporal inout uint64_t, uint64_t, int, int, int); int64_t atomicOr (coherent volatile nontemporal inout int64_t, int64_t, int, int, int);uint64_t atomicXor(coherent volatile nontemporal inout uint64_t, uint64_t); int64_t atomicXor(coherent volatile nontemporal inout int64_t, int64_t);uint64_t atomicXor(coherent volatile nontemporal inout uint64_t, uint64_t, int, int, int); int64_t atomicXor(coherent volatile nontemporal inout int64_t, int64_t, int, int, int);uint64_t atomicAdd(coherent volatile nontemporal inout uint64_t, uint64_t); int64_t atomicAdd(coherent volatile nontemporal inout int64_t, int64_t);uint64_t atomicAdd(coherent volatile nontemporal inout uint64_t, uint64_t, int, int, int); int64_t atomicAdd(coherent volatile nontemporal inout int64_t, int64_t, int, int, int);float16_t atomicAdd(coherent volatile nontemporal inout float16_t, float16_t);float16_t atomicAdd(coherent volatile nontemporal inout float16_t, float16_t, int, int, int); float atomicAdd(coherent volatile nontemporal inout float, float); float atomicAdd(coherent volatile nontemporal inout float, float, int, int, int); double atomicAdd(coherent volatile nontemporal inout double, double); double atomicAdd(coherent volatile nontemporal inout double, double, int, int, int);uint64_t atomicExchange(coherent volatile nontemporal inout uint64_t, uint64_t); int64_t atomicExchange(coherent volatile nontemporal inout int64_t, int64_t);uint64_t atomicExchange(coherent volatile nontemporal inout uint64_t, uint64_t, int, int, int); int64_t atomicExchange(coherent volatile nontemporal inout int64_t, int64_t, int, int, int);float16_t atomicExchange(coherent volatile nontemporal inout float16_t, float16_t);float16_t atomicExchange(coherent volatile nontemporal inout float16_t, float16_t, int, int, int); float atomicExchange(coherent volatile nontemporal inout float, float); float atomicExchange(coherent volatile nontemporal inout float, float, int, int, int); double atomicExchange(coherent volatile nontemporal inout double, double); double atomicExchange(coherent volatile nontemporal inout double, double, int, int, int);uint64_t atomicCompSwap(coherent volatile nontemporal inout uint64_t, uint64_t, uint64_t); int64_t atomicCompSwap(coherent volatile nontemporal inout int64_t, int64_t, int64_t);uint64_t atomicCompSwap(coherent volatile nontemporal inout uint64_t, uint64_t, uint64_t, int, int, int, int, int); int64_t atomicCompSwap(coherent volatile nontemporal inout int64_t, int64_t, int64_t, int, int, int, int, int);uint64_t atomicLoad(coherent volatile nontemporal in uint64_t, int, int, int); int64_t atomicLoad(coherent volatile nontemporal in int64_t, int, int, int);float16_t atomicLoad(coherent volatile nontemporal in float16_t, int, int, int); float atomicLoad(coherent volatile nontemporal in float, int, int, int); double atomicLoad(coherent volatile nontemporal in double, int, int, int);void atomicStore(coherent volatile nontemporal out uint64_t, uint64_t, int, int, int);void atomicStore(coherent volatile nontemporal out int64_t, int64_t, int, int, int);void atomicStore(coherent volatile nontemporal out float16_t, float16_t, int, int, int);void atomicStore(coherent volatile nontemporal out float, float, int, int, int);void atomicStore(coherent volatile nontemporal out double, double, int, int, int); Step #5: f16vec2 atomicAdd(coherent volatile nontemporal inout f16vec2, f16vec2);f16vec4 atomicAdd(coherent volatile nontemporal inout f16vec4, f16vec4);f16vec2 atomicMin(coherent volatile nontemporal inout f16vec2, f16vec2);f16vec4 atomicMin(coherent volatile nontemporal inout f16vec4, f16vec4);f16vec2 atomicMax(coherent volatile nontemporal inout f16vec2, f16vec2);f16vec4 atomicMax(coherent volatile nontemporal inout f16vec4, f16vec4);f16vec2 atomicExchange(coherent volatile nontemporal inout f16vec2, f16vec2);f16vec4 atomicExchange(coherent volatile nontemporal inout f16vec4, f16vec4); 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: vec4 texture2D(sampler2D, 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: 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: 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: uint64_t ballotARB(bool);float readInvocationARB(float, uint);vec2 readInvocationARB(vec2, uint);vec3 readInvocationARB(vec3, uint);vec4 readInvocationARB(vec4, uint);int readInvocationARB(int, uint);ivec2 readInvocationARB(ivec2, uint);ivec3 readInvocationARB(ivec3, uint);ivec4 readInvocationARB(ivec4, uint);uint readInvocationARB(uint, uint);uvec2 readInvocationARB(uvec2, uint);uvec3 readInvocationARB(uvec3, uint);uvec4 readInvocationARB(uvec4, uint);float readFirstInvocationARB(float);vec2 readFirstInvocationARB(vec2);vec3 readFirstInvocationARB(vec3);vec4 readFirstInvocationARB(vec4);int readFirstInvocationARB(int);ivec2 readFirstInvocationARB(ivec2);ivec3 readFirstInvocationARB(ivec3);ivec4 readFirstInvocationARB(ivec4);uint readFirstInvocationARB(uint);uvec2 readFirstInvocationARB(uvec2);uvec3 readFirstInvocationARB(uvec3);uvec4 readFirstInvocationARB(uvec4); Step #5: bool anyInvocationARB(bool);bool allInvocationsARB(bool);bool allInvocationsEqualARB(bool); 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: 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(double); Step #5: bool subgroupAllEqual(dvec2); Step #5: bool subgroupAllEqual(dvec3); Step #5: bool subgroupAllEqual(dvec4); 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: bool subgroupAllEqual(vector); 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: double subgroupBroadcast(double, uint); Step #5: dvec2 subgroupBroadcast(dvec2, uint); Step #5: dvec3 subgroupBroadcast(dvec3, uint); Step #5: dvec4 subgroupBroadcast(dvec4, 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: vector subgroupBroadcast(vector, 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: double subgroupBroadcastFirst(double); Step #5: dvec2 subgroupBroadcastFirst(dvec2); Step #5: dvec3 subgroupBroadcastFirst(dvec3); Step #5: dvec4 subgroupBroadcastFirst(dvec4); 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: vector subgroupBroadcastFirst(vector); 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: double subgroupShuffle(double, uint); Step #5: dvec2 subgroupShuffle(dvec2, uint); Step #5: dvec3 subgroupShuffle(dvec3, uint); Step #5: dvec4 subgroupShuffle(dvec4, 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: vector subgroupShuffle(vector, 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: double subgroupShuffleXor(double, uint); Step #5: dvec2 subgroupShuffleXor(dvec2, uint); Step #5: dvec3 subgroupShuffleXor(dvec3, uint); Step #5: dvec4 subgroupShuffleXor(dvec4, 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: vector subgroupShuffleXor(vector, 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: double subgroupShuffleUp(double, uint delta); Step #5: dvec2 subgroupShuffleUp(dvec2, uint delta); Step #5: dvec3 subgroupShuffleUp(dvec3, uint delta); Step #5: dvec4 subgroupShuffleUp(dvec4, 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: vector subgroupShuffleUp(vector, 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: double subgroupShuffleDown(double, uint delta); Step #5: dvec2 subgroupShuffleDown(dvec2, uint delta); Step #5: dvec3 subgroupShuffleDown(dvec3, uint delta); Step #5: dvec4 subgroupShuffleDown(dvec4, 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: vector subgroupShuffleDown(vector, 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: double subgroupRotate(double, uint); Step #5: dvec2 subgroupRotate(dvec2, uint); Step #5: dvec3 subgroupRotate(dvec3, uint); Step #5: dvec4 subgroupRotate(dvec4, 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: vector subgroupRotate(vector, 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: double subgroupClusteredRotate(double, uint, uint); Step #5: dvec2 subgroupClusteredRotate(dvec2, uint, uint); Step #5: dvec3 subgroupClusteredRotate(dvec3, uint, uint); Step #5: dvec4 subgroupClusteredRotate(dvec4, 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: vector subgroupClusteredRotate(vector, 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: double subgroupAdd(double); Step #5: dvec2 subgroupAdd(dvec2); Step #5: dvec3 subgroupAdd(dvec3); Step #5: dvec4 subgroupAdd(dvec4); 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: vector subgroupAdd(vector); 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: double subgroupMul(double); Step #5: dvec2 subgroupMul(dvec2); Step #5: dvec3 subgroupMul(dvec3); Step #5: dvec4 subgroupMul(dvec4); 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: vector subgroupMul(vector); 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: double subgroupMin(double); Step #5: dvec2 subgroupMin(dvec2); Step #5: dvec3 subgroupMin(dvec3); Step #5: dvec4 subgroupMin(dvec4); 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: vector subgroupMin(vector); 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: double subgroupMax(double); Step #5: dvec2 subgroupMax(dvec2); Step #5: dvec3 subgroupMax(dvec3); Step #5: dvec4 subgroupMax(dvec4); 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: vector subgroupMax(vector); 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: vector subgroupAnd(vector); 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: vector subgroupOr(vector); 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: vector subgroupXor(vector); 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: double subgroupInclusiveAdd(double); Step #5: dvec2 subgroupInclusiveAdd(dvec2); Step #5: dvec3 subgroupInclusiveAdd(dvec3); Step #5: dvec4 subgroupInclusiveAdd(dvec4); 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: vector subgroupInclusiveAdd(vector); 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: double subgroupInclusiveMul(double); Step #5: dvec2 subgroupInclusiveMul(dvec2); Step #5: dvec3 subgroupInclusiveMul(dvec3); Step #5: dvec4 subgroupInclusiveMul(dvec4); 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: vector subgroupInclusiveMul(vector); 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: double subgroupInclusiveMin(double); Step #5: dvec2 subgroupInclusiveMin(dvec2); Step #5: dvec3 subgroupInclusiveMin(dvec3); Step #5: dvec4 subgroupInclusiveMin(dvec4); 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: vector subgroupInclusiveMin(vector); 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: double subgroupInclusiveMax(double); Step #5: dvec2 subgroupInclusiveMax(dvec2); Step #5: dvec3 subgroupInclusiveMax(dvec3); Step #5: dvec4 subgroupInclusiveMax(dvec4); 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: vector subgroupInclusiveMax(vector); 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: vector subgroupInclusiveAnd(vector); 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: vector subgroupInclusiveOr(vector); 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: vector subgroupInclusiveXor(vector); 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: double subgroupExclusiveAdd(double); Step #5: dvec2 subgroupExclusiveAdd(dvec2); Step #5: dvec3 subgroupExclusiveAdd(dvec3); Step #5: dvec4 subgroupExclusiveAdd(dvec4); 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: vector subgroupExclusiveAdd(vector); 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: double subgroupExclusiveMul(double); Step #5: dvec2 subgroupExclusiveMul(dvec2); Step #5: dvec3 subgroupExclusiveMul(dvec3); Step #5: dvec4 subgroupExclusiveMul(dvec4); 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: vector subgroupExclusiveMul(vector); 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: double subgroupExclusiveMin(double); Step #5: dvec2 subgroupExclusiveMin(dvec2); Step #5: dvec3 subgroupExclusiveMin(dvec3); Step #5: dvec4 subgroupExclusiveMin(dvec4); 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: vector subgroupExclusiveMin(vector); 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: double subgroupExclusiveMax(double); Step #5: dvec2 subgroupExclusiveMax(dvec2); Step #5: dvec3 subgroupExclusiveMax(dvec3); Step #5: dvec4 subgroupExclusiveMax(dvec4); 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: vector subgroupExclusiveMax(vector); 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: vector subgroupExclusiveAnd(vector); 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: vector subgroupExclusiveOr(vector); 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: vector subgroupExclusiveXor(vector); 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: double subgroupClusteredAdd(double, uint); Step #5: dvec2 subgroupClusteredAdd(dvec2, uint); Step #5: dvec3 subgroupClusteredAdd(dvec3, uint); Step #5: dvec4 subgroupClusteredAdd(dvec4, 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: vector subgroupClusteredAdd(vector, 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: double subgroupClusteredMul(double, uint); Step #5: dvec2 subgroupClusteredMul(dvec2, uint); Step #5: dvec3 subgroupClusteredMul(dvec3, uint); Step #5: dvec4 subgroupClusteredMul(dvec4, 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: vector subgroupClusteredMul(vector, 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: double subgroupClusteredMin(double, uint); Step #5: dvec2 subgroupClusteredMin(dvec2, uint); Step #5: dvec3 subgroupClusteredMin(dvec3, uint); Step #5: dvec4 subgroupClusteredMin(dvec4, 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: vector subgroupClusteredMin(vector, 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: double subgroupClusteredMax(double, uint); Step #5: dvec2 subgroupClusteredMax(dvec2, uint); Step #5: dvec3 subgroupClusteredMax(dvec3, uint); Step #5: dvec4 subgroupClusteredMax(dvec4, 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: vector subgroupClusteredMax(vector, 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: vector subgroupClusteredAnd(vector, 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: vector subgroupClusteredOr(vector, 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: vector subgroupClusteredXor(vector, 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: double subgroupQuadBroadcast(double, uint); Step #5: dvec2 subgroupQuadBroadcast(dvec2, uint); Step #5: dvec3 subgroupQuadBroadcast(dvec3, uint); Step #5: dvec4 subgroupQuadBroadcast(dvec4, 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: vector subgroupQuadBroadcast(vector, 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: double subgroupQuadSwapHorizontal(double); Step #5: dvec2 subgroupQuadSwapHorizontal(dvec2); Step #5: dvec3 subgroupQuadSwapHorizontal(dvec3); Step #5: dvec4 subgroupQuadSwapHorizontal(dvec4); 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: vector subgroupQuadSwapHorizontal(vector); 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: double subgroupQuadSwapVertical(double); Step #5: dvec2 subgroupQuadSwapVertical(dvec2); Step #5: dvec3 subgroupQuadSwapVertical(dvec3); Step #5: dvec4 subgroupQuadSwapVertical(dvec4); 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: vector subgroupQuadSwapVertical(vector); 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: double subgroupQuadSwapDiagonal(double); Step #5: dvec2 subgroupQuadSwapDiagonal(dvec2); Step #5: dvec3 subgroupQuadSwapDiagonal(dvec3); Step #5: dvec4 subgroupQuadSwapDiagonal(dvec4); 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: vector subgroupQuadSwapDiagonal(vector); 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(double); Step #5: uvec4 subgroupPartitionNV(dvec2); Step #5: uvec4 subgroupPartitionNV(dvec3); Step #5: uvec4 subgroupPartitionNV(dvec4); 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: uvec4 subgroupPartitionNV(vector); 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: double subgroupPartitionedAddNV(double, uvec4 ballot); Step #5: dvec2 subgroupPartitionedAddNV(dvec2, uvec4 ballot); Step #5: dvec3 subgroupPartitionedAddNV(dvec3, uvec4 ballot); Step #5: dvec4 subgroupPartitionedAddNV(dvec4, 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: vector subgroupPartitionedAddNV(vector, 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: double subgroupPartitionedMulNV(double, uvec4 ballot); Step #5: dvec2 subgroupPartitionedMulNV(dvec2, uvec4 ballot); Step #5: dvec3 subgroupPartitionedMulNV(dvec3, uvec4 ballot); Step #5: dvec4 subgroupPartitionedMulNV(dvec4, 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: vector subgroupPartitionedMulNV(vector, 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: double subgroupPartitionedMinNV(double, uvec4 ballot); Step #5: dvec2 subgroupPartitionedMinNV(dvec2, uvec4 ballot); Step #5: dvec3 subgroupPartitionedMinNV(dvec3, uvec4 ballot); Step #5: dvec4 subgroupPartitionedMinNV(dvec4, 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: vector subgroupPartitionedMinNV(vector, 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: double subgroupPartitionedMaxNV(double, uvec4 ballot); Step #5: dvec2 subgroupPartitionedMaxNV(dvec2, uvec4 ballot); Step #5: dvec3 subgroupPartitionedMaxNV(dvec3, uvec4 ballot); Step #5: dvec4 subgroupPartitionedMaxNV(dvec4, 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: vector subgroupPartitionedMaxNV(vector, 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: vector subgroupPartitionedAndNV(vector, 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: vector subgroupPartitionedOrNV(vector, 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: vector subgroupPartitionedXorNV(vector, 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: double subgroupPartitionedInclusiveAddNV(double, uvec4 ballot); Step #5: dvec2 subgroupPartitionedInclusiveAddNV(dvec2, uvec4 ballot); Step #5: dvec3 subgroupPartitionedInclusiveAddNV(dvec3, uvec4 ballot); Step #5: dvec4 subgroupPartitionedInclusiveAddNV(dvec4, 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: vector subgroupPartitionedInclusiveAddNV(vector, 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: double subgroupPartitionedInclusiveMulNV(double, uvec4 ballot); Step #5: dvec2 subgroupPartitionedInclusiveMulNV(dvec2, uvec4 ballot); Step #5: dvec3 subgroupPartitionedInclusiveMulNV(dvec3, uvec4 ballot); Step #5: dvec4 subgroupPartitionedInclusiveMulNV(dvec4, 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: vector subgroupPartitionedInclusiveMulNV(vector, 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: double subgroupPartitionedInclusiveMinNV(double, uvec4 ballot); Step #5: dvec2 subgroupPartitionedInclusiveMinNV(dvec2, uvec4 ballot); Step #5: dvec3 subgroupPartitionedInclusiveMinNV(dvec3, uvec4 ballot); Step #5: dvec4 subgroupPartitionedInclusiveMinNV(dvec4, 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: vector subgroupPartitionedInclusiveMinNV(vector, 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: double subgroupPartitionedInclusiveMaxNV(double, uvec4 ballot); Step #5: dvec2 subgroupPartitionedInclusiveMaxNV(dvec2, uvec4 ballot); Step #5: dvec3 subgroupPartitionedInclusiveMaxNV(dvec3, uvec4 ballot); Step #5: dvec4 subgroupPartitionedInclusiveMaxNV(dvec4, 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: vector subgroupPartitionedInclusiveMaxNV(vector, 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: vector subgroupPartitionedInclusiveAndNV(vector, 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: vector subgroupPartitionedInclusiveOrNV(vector, 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: vector subgroupPartitionedInclusiveXorNV(vector, 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: double subgroupPartitionedExclusiveAddNV(double, uvec4 ballot); Step #5: dvec2 subgroupPartitionedExclusiveAddNV(dvec2, uvec4 ballot); Step #5: dvec3 subgroupPartitionedExclusiveAddNV(dvec3, uvec4 ballot); Step #5: dvec4 subgroupPartitionedExclusiveAddNV(dvec4, 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: vector subgroupPartitionedExclusiveAddNV(vector, 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: double subgroupPartitionedExclusiveMulNV(double, uvec4 ballot); Step #5: dvec2 subgroupPartitionedExclusiveMulNV(dvec2, uvec4 ballot); Step #5: dvec3 subgroupPartitionedExclusiveMulNV(dvec3, uvec4 ballot); Step #5: dvec4 subgroupPartitionedExclusiveMulNV(dvec4, 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: vector subgroupPartitionedExclusiveMulNV(vector, 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: double subgroupPartitionedExclusiveMinNV(double, uvec4 ballot); Step #5: dvec2 subgroupPartitionedExclusiveMinNV(dvec2, uvec4 ballot); Step #5: dvec3 subgroupPartitionedExclusiveMinNV(dvec3, uvec4 ballot); Step #5: dvec4 subgroupPartitionedExclusiveMinNV(dvec4, 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: vector subgroupPartitionedExclusiveMinNV(vector, 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: double subgroupPartitionedExclusiveMaxNV(double, uvec4 ballot); Step #5: dvec2 subgroupPartitionedExclusiveMaxNV(dvec2, uvec4 ballot); Step #5: dvec3 subgroupPartitionedExclusiveMaxNV(dvec3, uvec4 ballot); Step #5: dvec4 subgroupPartitionedExclusiveMaxNV(dvec4, 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: vector subgroupPartitionedExclusiveMaxNV(vector, 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: vector subgroupPartitionedExclusiveAndNV(vector, 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: vector subgroupPartitionedExclusiveOrNV(vector, 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: vector subgroupPartitionedExclusiveXorNV(vector, uvec4 ballot); Step #5: bool subgroupQuadAll(bool); Step #5: bool subgroupQuadAny(bool); Step #5: bool anyInvocation(bool);bool allInvocations(bool);bool allInvocationsEqual(bool); Step #5: float minInvocationsAMD(float);vec2 minInvocationsAMD(vec2);vec3 minInvocationsAMD(vec3);vec4 minInvocationsAMD(vec4);int minInvocationsAMD(int);ivec2 minInvocationsAMD(ivec2);ivec3 minInvocationsAMD(ivec3);ivec4 minInvocationsAMD(ivec4);uint minInvocationsAMD(uint);uvec2 minInvocationsAMD(uvec2);uvec3 minInvocationsAMD(uvec3);uvec4 minInvocationsAMD(uvec4);double minInvocationsAMD(double);dvec2 minInvocationsAMD(dvec2);dvec3 minInvocationsAMD(dvec3);dvec4 minInvocationsAMD(dvec4);int64_t minInvocationsAMD(int64_t);i64vec2 minInvocationsAMD(i64vec2);i64vec3 minInvocationsAMD(i64vec3);i64vec4 minInvocationsAMD(i64vec4);uint64_t minInvocationsAMD(uint64_t);u64vec2 minInvocationsAMD(u64vec2);u64vec3 minInvocationsAMD(u64vec3);u64vec4 minInvocationsAMD(u64vec4);float16_t minInvocationsAMD(float16_t);f16vec2 minInvocationsAMD(f16vec2);f16vec3 minInvocationsAMD(f16vec3);f16vec4 minInvocationsAMD(f16vec4);int16_t minInvocationsAMD(int16_t);i16vec2 minInvocationsAMD(i16vec2);i16vec3 minInvocationsAMD(i16vec3);i16vec4 minInvocationsAMD(i16vec4);uint16_t minInvocationsAMD(uint16_t);u16vec2 minInvocationsAMD(u16vec2);u16vec3 minInvocationsAMD(u16vec3);u16vec4 minInvocationsAMD(u16vec4);float minInvocationsInclusiveScanAMD(float);vec2 minInvocationsInclusiveScanAMD(vec2);vec3 minInvocationsInclusiveScanAMD(vec3);vec4 minInvocationsInclusiveScanAMD(vec4);int minInvocationsInclusiveScanAMD(int);ivec2 minInvocationsInclusiveScanAMD(ivec2);ivec3 minInvocationsInclusiveScanAMD(ivec3);ivec4 minInvocationsInclusiveScanAMD(ivec4);uint minInvocationsInclusiveScanAMD(uint);uvec2 minInvocationsInclusiveScanAMD(uvec2);uvec3 minInvocationsInclusiveScanAMD(uvec3);uvec4 minInvocationsInclusiveScanAMD(uvec4);double minInvocationsInclusiveScanAMD(double);dvec2 minInvocationsInclusiveScanAMD(dvec2);dvec3 minInvocationsInclusiveScanAMD(dvec3);dvec4 minInvocationsInclusiveScanAMD(dvec4);int64_t minInvocationsInclusiveScanAMD(int64_t);i64vec2 minInvocationsInclusiveScanAMD(i64vec2);i64vec3 minInvocationsInclusiveScanAMD(i64vec3);i64vec4 minInvocationsInclusiveScanAMD(i64vec4);uint64_t minInvocationsInclusiveScanAMD(uint64_t);u64vec2 minInvocationsInclusiveScanAMD(u64vec2);u64vec3 minInvocationsInclusiveScanAMD(u64vec3);u64vec4 minInvocationsInclusiveScanAMD(u64vec4);float16_t minInvocationsInclusiveScanAMD(float16_t);f16vec2 minInvocationsInclusiveScanAMD(f16vec2);f16vec3 minInvocationsInclusiveScanAMD(f16vec3);f16vec4 minInvocationsInclusiveScanAMD(f16vec4);int16_t minInvocationsInclusiveScanAMD(int16_t);i16vec2 minInvocationsInclusiveScanAMD(i16vec2);i16vec3 minInvocationsInclusiveScanAMD(i16vec3);i16vec4 minInvocationsInclusiveScanAMD(i16vec4);uint16_t minInvocationsInclusiveScanAMD(uint16_t);u16vec2 minInvocationsInclusiveScanAMD(u16vec2);u16vec3 minInvocationsInclusiveScanAMD(u16vec3);u16vec4 minInvocationsInclusiveScanAMD(u16vec4);float minInvocationsExclusiveScanAMD(float);vec2 minInvocationsExclusiveScanAMD(vec2);vec3 minInvocationsExclusiveScanAMD(vec3);vec4 minInvocationsExclusiveScanAMD(vec4);int minInvocationsExclusiveScanAMD(int);ivec2 minInvocationsExclusiveScanAMD(ivec2);ivec3 minInvocationsExclusiveScanAMD(ivec3);ivec4 minInvocationsExclusiveScanAMD(ivec4);uint minInvocationsExclusiveScanAMD(uint);uvec2 minInvocationsExclusiveScanAMD(uvec2);uvec3 minInvocationsExclusiveScanAMD(uvec3);uvec4 minInvocationsExclusiveScanAMD(uvec4);double minInvocationsExclusiveScanAMD(double);dvec2 minInvocationsExclusiveScanAMD(dvec2);dvec3 minInvocationsExclusiveScanAMD(dvec3);dvec4 minInvocationsExclusiveScanAMD(dvec4);int64_t minInvocationsExclusiveScanAMD(int64_t);i64vec2 minInvocationsExclusiveScanAMD(i64vec2);i64vec3 minInvocationsExclusiveScanAMD(i64vec3);i64vec4 minInvocationsExclusiveScanAMD(i64vec4);uint64_t minInvocationsExclusiveScanAMD(uint64_t);u64vec2 minInvocationsExclusiveScanAMD(u64vec2);u64vec3 minInvocationsExclusiveScanAMD(u64vec3);u64vec4 minInvocationsExclusiveScanAMD(u64vec4);float16_t minInvocationsExclusiveScanAMD(float16_t);f16vec2 minInvocationsExclusiveScanAMD(f16vec2);f16vec3 minInvocationsExclusiveScanAMD(f16vec3);f16vec4 minInvocationsExclusiveScanAMD(f16vec4);int16_t minInvocationsExclusiveScanAMD(int16_t);i16vec2 minInvocationsExclusiveScanAMD(i16vec2);i16vec3 minInvocationsExclusiveScanAMD(i16vec3);i16vec4 minInvocationsExclusiveScanAMD(i16vec4);uint16_t minInvocationsExclusiveScanAMD(uint16_t);u16vec2 minInvocationsExclusiveScanAMD(u16vec2);u16vec3 minInvocationsExclusiveScanAMD(u16vec3);u16vec4 minInvocationsExclusiveScanAMD(u16vec4);float maxInvocationsAMD(float);vec2 maxInvocationsAMD(vec2);vec3 maxInvocationsAMD(vec3);vec4 maxInvocationsAMD(vec4);int maxInvocationsAMD(int);ivec2 maxInvocationsAMD(ivec2);ivec3 maxInvocationsAMD(ivec3);ivec4 maxInvocationsAMD(ivec4);uint maxInvocationsAMD(uint);uvec2 maxInvocationsAMD(uvec2);uvec3 maxInvocationsAMD(uvec3);uvec4 maxInvocationsAMD(uvec4);double maxInvocationsAMD(double);dvec2 maxInvocationsAMD(dvec2);dvec3 maxInvocationsAMD(dvec3);dvec4 maxInvocationsAMD(dvec4);int64_t maxInvocationsAMD(int64_t);i64vec2 maxInvocationsAMD(i64vec2);i64vec3 maxInvocationsAMD(i64vec3);i64vec4 maxInvocationsAMD(i64vec4);uint64_t maxInvocationsAMD(uint64_t);u64vec2 maxInvocationsAMD(u64vec2);u64vec3 maxInvocationsAMD(u64vec3);u64vec4 maxInvocationsAMD(u64vec4);float16_t maxInvocationsAMD(float16_t);f16vec2 maxInvocationsAMD(f16vec2);f16vec3 maxInvocationsAMD(f16vec3);f16vec4 maxInvocationsAMD(f16vec4);int16_t maxInvocationsAMD(int16_t);i16vec2 maxInvocationsAMD(i16vec2);i16vec3 maxInvocationsAMD(i16vec3);i16vec4 maxInvocationsAMD(i16vec4);uint16_t maxInvocationsAMD(uint16_t);u16vec2 maxInvocationsAMD(u16vec2);u16vec3 maxInvocationsAMD(u16vec3);u16vec4 maxInvocationsAMD(u16vec4);float maxInvocationsInclusiveScanAMD(float);vec2 maxInvocationsInclusiveScanAMD(vec2);vec3 maxInvocationsInclusiveScanAMD(vec3);vec4 maxInvocationsInclusiveScanAMD(vec4);int maxInvocationsInclusiveScanAMD(int);ivec2 maxInvocationsInclusiveScanAMD(ivec2);ivec3 maxInvocationsInclusiveScanAMD(ivec3);ivec4 maxInvocationsInclusiveScanAMD(ivec4);uint maxInvocationsInclusiveScanAMD(uint);uvec2 maxInvocationsInclusiveScanAMD(uvec2);uvec3 maxInvocationsInclusiveScanAMD(uvec3);uvec4 maxInvocationsInclusiveScanAMD(uvec4);double maxInvocationsInclusiveScanAMD(double);dvec2 maxInvocationsInclusiveScanAMD(dvec2);dvec3 maxInvocationsInclusiveScanAMD(dvec3);dvec4 maxInvocationsInclusiveScanAMD(dvec4);int64_t maxInvocationsInclusiveScanAMD(int64_t);i64vec2 maxInvocationsInclusiveScanAMD(i64vec2);i64vec3 maxInvocationsInclusiveScanAMD(i64vec3);i64vec4 maxInvocationsInclusiveScanAMD(i64vec4);uint64_t maxInvocationsInclusiveScanAMD(uint64_t);u64vec2 maxInvocationsInclusiveScanAMD(u64vec2);u64vec3 maxInvocationsInclusiveScanAMD(u64vec3);u64vec4 maxInvocationsInclusiveScanAMD(u64vec4);float16_t maxInvocationsInclusiveScanAMD(float16_t);f16vec2 maxInvocationsInclusiveScanAMD(f16vec2);f16vec3 maxInvocationsInclusiveScanAMD(f16vec3);f16vec4 maxInvocationsInclusiveScanAMD(f16vec4);int16_t maxInvocationsInclusiveScanAMD(int16_t);i16vec2 maxInvocationsInclusiveScanAMD(i16vec2);i16vec3 maxInvocationsInclusiveScanAMD(i16vec3);i16vec4 maxInvocationsInclusiveScanAMD(i16vec4);uint16_t maxInvocationsInclusiveScanAMD(uint16_t);u16vec2 maxInvocationsInclusiveScanAMD(u16vec2);u16vec3 maxInvocationsInclusiveScanAMD(u16vec3);u16vec4 maxInvocationsInclusiveScanAMD(u16vec4);float maxInvocationsExclusiveScanAMD(float);vec2 maxInvocationsExclusiveScanAMD(vec2);vec3 maxInvocationsExclusiveScanAMD(vec3);vec4 maxInvocationsExclusiveScanAMD(vec4);int maxInvocationsExclusiveScanAMD(int);ivec2 maxInvocationsExclusiveScanAMD(ivec2);ivec3 maxInvocationsExclusiveScanAMD(ivec3);ivec4 maxInvocationsExclusiveScanAMD(ivec4);uint maxInvocationsExclusiveScanAMD(uint);uvec2 maxInvocationsExclusiveScanAMD(uvec2);uvec3 maxInvocationsExclusiveScanAMD(uvec3);uvec4 maxInvocationsExclusiveScanAMD(uvec4);double maxInvocationsExclusiveScanAMD(double);dvec2 maxInvocationsExclusiveScanAMD(dvec2);dvec3 maxInvocationsExclusiveScanAMD(dvec3);dvec4 maxInvocationsExclusiveScanAMD(dvec4);int64_t maxInvocationsExclusiveScanAMD(int64_t);i64vec2 maxInvocationsExclusiveScanAMD(i64vec2);i64vec3 maxInvocationsExclusiveScanAMD(i64vec3);i64vec4 maxInvocationsExclusiveScanAMD(i64vec4);uint64_t maxInvocationsExclusiveScanAMD(uint64_t);u64vec2 maxInvocationsExclusiveScanAMD(u64vec2);u64vec3 maxInvocationsExclusiveScanAMD(u64vec3);u64vec4 maxInvocationsExclusiveScanAMD(u64vec4);float16_t maxInvocationsExclusiveScanAMD(float16_t);f16vec2 maxInvocationsExclusiveScanAMD(f16vec2);f16vec3 maxInvocationsExclusiveScanAMD(f16vec3);f16vec4 maxInvocationsExclusiveScanAMD(f16vec4);int16_t maxInvocationsExclusiveScanAMD(int16_t);i16vec2 maxInvocationsExclusiveScanAMD(i16vec2);i16vec3 maxInvocationsExclusiveScanAMD(i16vec3);i16vec4 maxInvocationsExclusiveScanAMD(i16vec4);uint16_t maxInvocationsExclusiveScanAMD(uint16_t);u16vec2 maxInvocationsExclusiveScanAMD(u16vec2);u16vec3 maxInvocationsExclusiveScanAMD(u16vec3);u16vec4 maxInvocationsExclusiveScanAMD(u16vec4);float addInvocationsAMD(float);vec2 addInvocationsAMD(vec2);vec3 addInvocationsAMD(vec3);vec4 addInvocationsAMD(vec4);int addInvocationsAMD(int);ivec2 addInvocationsAMD(ivec2);ivec3 addInvocationsAMD(ivec3);ivec4 addInvocationsAMD(ivec4);uint addInvocationsAMD(uint);uvec2 addInvocationsAMD(uvec2);uvec3 addInvocationsAMD(uvec3);uvec4 addInvocationsAMD(uvec4);double addInvocationsAMD(double);dvec2 addInvocationsAMD(dvec2);dvec3 addInvocationsAMD(dvec3);dvec4 addInvocationsAMD(dvec4);int64_t addInvocationsAMD(int64_t);i64vec2 addInvocationsAMD(i64vec2);i64vec3 addInvocationsAMD(i64vec3);i64vec4 addInvocationsAMD(i64vec4);uint64_t addInvocationsAMD(uint64_t);u64vec2 addInvocationsAMD(u64vec2);u64vec3 addInvocationsAMD(u64vec3);u64vec4 addInvocationsAMD(u64vec4);float16_t addInvocationsAMD(float16_t);f16vec2 addInvocationsAMD(f16vec2);f16vec3 addInvocationsAMD(f16vec3);f16vec4 addInvocationsAMD(f16vec4);int16_t addInvocationsAMD(int16_t);i16vec2 addInvocationsAMD(i16vec2);i16vec3 addInvocationsAMD(i16vec3);i16vec4 addInvocationsAMD(i16vec4);uint16_t addInvocationsAMD(uint16_t);u16vec2 addInvocationsAMD(u16vec2);u16vec3 addInvocationsAMD(u16vec3);u16vec4 addInvocationsAMD(u16vec4);float addInvocationsInclusiveScanAMD(float);vec2 addInvocationsInclusiveScanAMD(vec2);vec3 addInvocationsInclusiveScanAMD(vec3);vec4 addInvocationsInclusiveScanAMD(vec4);int addInvocationsInclusiveScanAMD(int);ivec2 addInvocationsInclusiveScanAMD(ivec2);ivec3 addInvocationsInclusiveScanAMD(ivec3);ivec4 addInvocationsInclusiveScanAMD(ivec4);uint addInvocationsInclusiveScanAMD(uint);uvec2 addInvocationsInclusiveScanAMD(uvec2);uvec3 addInvocationsInclusiveScanAMD(uvec3);uvec4 addInvocationsInclusiveScanAMD(uvec4);double addInvocationsInclusiveScanAMD(double);dvec2 addInvocationsInclusiveScanAMD(dvec2);dvec3 addInvocationsInclusiveScanAMD(dvec3);dvec4 addInvocationsInclusiveScanAMD(dvec4);int64_t addInvocationsInclusiveScanAMD(int64_t);i64vec2 addInvocationsInclusiveScanAMD(i64vec2);i64vec3 addInvocationsInclusiveScanAMD(i64vec3);i64vec4 addInvocationsInclusiveScanAMD(i64vec4);uint64_t addInvocationsInclusiveScanAMD(uint64_t);u64vec2 addInvocationsInclusiveScanAMD(u64vec2);u64vec3 addInvocationsInclusiveScanAMD(u64vec3);u64vec4 addInvocationsInclusiveScanAMD(u64vec4);float16_t addInvocationsInclusiveScanAMD(float16_t);f16vec2 addInvocationsInclusiveScanAMD(f16vec2);f16vec3 addInvocationsInclusiveScanAMD(f16vec3);f16vec4 addInvocationsInclusiveScanAMD(f16vec4);int16_t addInvocationsInclusiveScanAMD(int16_t);i16vec2 addInvocationsInclusiveScanAMD(i16vec2);i16vec3 addInvocationsInclusiveScanAMD(i16vec3);i16vec4 addInvocationsInclusiveScanAMD(i16vec4);uint16_t addInvocationsInclusiveScanAMD(uint16_t);u16vec2 addInvocationsInclusiveScanAMD(u16vec2);u16vec3 addInvocationsInclusiveScanAMD(u16vec3);u16vec4 addInvocationsInclusiveScanAMD(u16vec4);float addInvocationsExclusiveScanAMD(float);vec2 addInvocationsExclusiveScanAMD(vec2);vec3 addInvocationsExclusiveScanAMD(vec3);vec4 addInvocationsExclusiveScanAMD(vec4);int addInvocationsExclusiveScanAMD(int);ivec2 addInvocationsExclusiveScanAMD(ivec2);ivec3 addInvocationsExclusiveScanAMD(ivec3);ivec4 addInvocationsExclusiveScanAMD(ivec4);uint addInvocationsExclusiveScanAMD(uint);uvec2 addInvocationsExclusiveScanAMD(uvec2);uvec3 addInvocationsExclusiveScanAMD(uvec3);uvec4 addInvocationsExclusiveScanAMD(uvec4);double addInvocationsExclusiveScanAMD(double);dvec2 addInvocationsExclusiveScanAMD(dvec2);dvec3 addInvocationsExclusiveScanAMD(dvec3);dvec4 addInvocationsExclusiveScanAMD(dvec4);int64_t addInvocationsExclusiveScanAMD(int64_t);i64vec2 addInvocationsExclusiveScanAMD(i64vec2);i64vec3 addInvocationsExclusiveScanAMD(i64vec3);i64vec4 addInvocationsExclusiveScanAMD(i64vec4);uint64_t addInvocationsExclusiveScanAMD(uint64_t);u64vec2 addInvocationsExclusiveScanAMD(u64vec2);u64vec3 addInvocationsExclusiveScanAMD(u64vec3);u64vec4 addInvocationsExclusiveScanAMD(u64vec4);float16_t addInvocationsExclusiveScanAMD(float16_t);f16vec2 addInvocationsExclusiveScanAMD(f16vec2);f16vec3 addInvocationsExclusiveScanAMD(f16vec3);f16vec4 addInvocationsExclusiveScanAMD(f16vec4);int16_t addInvocationsExclusiveScanAMD(int16_t);i16vec2 addInvocationsExclusiveScanAMD(i16vec2);i16vec3 addInvocationsExclusiveScanAMD(i16vec3);i16vec4 addInvocationsExclusiveScanAMD(i16vec4);uint16_t addInvocationsExclusiveScanAMD(uint16_t);u16vec2 addInvocationsExclusiveScanAMD(u16vec2);u16vec3 addInvocationsExclusiveScanAMD(u16vec3);u16vec4 addInvocationsExclusiveScanAMD(u16vec4);float minInvocationsNonUniformAMD(float);vec2 minInvocationsNonUniformAMD(vec2);vec3 minInvocationsNonUniformAMD(vec3);vec4 minInvocationsNonUniformAMD(vec4);int minInvocationsNonUniformAMD(int);ivec2 minInvocationsNonUniformAMD(ivec2);ivec3 minInvocationsNonUniformAMD(ivec3);ivec4 minInvocationsNonUniformAMD(ivec4);uint minInvocationsNonUniformAMD(uint);uvec2 minInvocationsNonUniformAMD(uvec2);uvec3 minInvocationsNonUniformAMD(uvec3);uvec4 minInvocationsNonUniformAMD(uvec4);double minInvocationsNonUniformAMD(double);dvec2 minInvocationsNonUniformAMD(dvec2);dvec3 minInvocationsNonUniformAMD(dvec3);dvec4 minInvocationsNonUniformAMD(dvec4);int64_t minInvocationsNonUniformAMD(int64_t);i64vec2 minInvocationsNonUniformAMD(i64vec2);i64vec3 minInvocationsNonUniformAMD(i64vec3);i64vec4 minInvocationsNonUniformAMD(i64vec4);uint64_t minInvocationsNonUniformAMD(uint64_t);u64vec2 minInvocationsNonUniformAMD(u64vec2);u64vec3 minInvocationsNonUniformAMD(u64vec3);u64vec4 minInvocationsNonUniformAMD(u64vec4);float16_t minInvocationsNonUniformAMD(float16_t);f16vec2 minInvocationsNonUniformAMD(f16vec2);f16vec3 minInvocationsNonUniformAMD(f16vec3);f16vec4 minInvocationsNonUniformAMD(f16vec4);int16_t minInvocationsNonUniformAMD(int16_t);i16vec2 minInvocationsNonUniformAMD(i16vec2);i16vec3 minInvocationsNonUniformAMD(i16vec3);i16vec4 minInvocationsNonUniformAMD(i16vec4);uint16_t minInvocationsNonUniformAMD(uint16_t);u16vec2 minInvocationsNonUniformAMD(u16vec2);u16vec3 minInvocationsNonUniformAMD(u16vec3);u16vec4 minInvocationsNonUniformAMD(u16vec4);float minInvocationsInclusiveScanNonUniformAMD(float);vec2 minInvocationsInclusiveScanNonUniformAMD(vec2);vec3 minInvocationsInclusiveScanNonUniformAMD(vec3);vec4 minInvocationsInclusiveScanNonUniformAMD(vec4);int minInvocationsInclusiveScanNonUniformAMD(int);ivec2 minInvocationsInclusiveScanNonUniformAMD(ivec2);ivec3 minInvocationsInclusiveScanNonUniformAMD(ivec3);ivec4 minInvocationsInclusiveScanNonUniformAMD(ivec4);uint minInvocationsInclusiveScanNonUniformAMD(uint);uvec2 minInvocationsInclusiveScanNonUniformAMD(uvec2);uvec3 minInvocationsInclusiveScanNonUniformAMD(uvec3);uvec4 minInvocationsInclusiveScanNonUniformAMD(uvec4);double minInvocationsInclusiveScanNonUniformAMD(double);dvec2 minInvocationsInclusiveScanNonUniformAMD(dvec2);dvec3 minInvocationsInclusiveScanNonUniformAMD(dvec3);dvec4 minInvocationsInclusiveScanNonUniformAMD(dvec4);int64_t minInvocationsInclusiveScanNonUniformAMD(int64_t);i64vec2 minInvocationsInclusiveScanNonUniformAMD(i64vec2);i64vec3 minInvocationsInclusiveScanNonUniformAMD(i64vec3);i64vec4 minInvocationsInclusiveScanNonUniformAMD(i64vec4);uint64_t minInvocationsInclusiveScanNonUniformAMD(uint64_t);u64vec2 minInvocationsInclusiveScanNonUniformAMD(u64vec2);u64vec3 minInvocationsInclusiveScanNonUniformAMD(u64vec3);u64vec4 minInvocationsInclusiveScanNonUniformAMD(u64vec4);float16_t minInvocationsInclusiveScanNonUniformAMD(float16_t);f16vec2 minInvocationsInclusiveScanNonUniformAMD(f16vec2);f16vec3 minInvocationsInclusiveScanNonUniformAMD(f16vec3);f16vec4 minInvocationsInclusiveScanNonUniformAMD(f16vec4);int16_t minInvocationsInclusiveScanNonUniformAMD(int16_t);i16vec2 minInvocationsInclusiveScanNonUniformAMD(i16vec2);i16vec3 minInvocationsInclusiveScanNonUniformAMD(i16vec3);i16vec4 minInvocationsInclusiveScanNonUniformAMD(i16vec4);uint16_t minInvocationsInclusiveScanNonUniformAMD(uint16_t);u16vec2 minInvocationsInclusiveScanNonUniformAMD(u16vec2);u16vec3 minInvocationsInclusiveScanNonUniformAMD(u16vec3);u16vec4 minInvocationsInclusiveScanNonUniformAMD(u16vec4);float minInvocationsExclusiveScanNonUniformAMD(float);vec2 minInvocationsExclusiveScanNonUniformAMD(vec2);vec3 minInvocationsExclusiveScanNonUniformAMD(vec3);vec4 minInvocationsExclusiveScanNonUniformAMD(vec4);int minInvocationsExclusiveScanNonUniformAMD(int);ivec2 minInvocationsExclusiveScanNonUniformAMD(ivec2);ivec3 minInvocationsExclusiveScanNonUniformAMD(ivec3);ivec4 minInvocationsExclusiveScanNonUniformAMD(ivec4);uint minInvocationsExclusiveScanNonUniformAMD(uint);uvec2 minInvocationsExclusiveScanNonUniformAMD(uvec2);uvec3 minInvocationsExclusiveScanNonUniformAMD(uvec3);uvec4 minInvocationsExclusiveScanNonUniformAMD(uvec4);double minInvocationsExclusiveScanNonUniformAMD(double);dvec2 minInvocationsExclusiveScanNonUniformAMD(dvec2);dvec3 minInvocationsExclusiveScanNonUniformAMD(dvec3);dvec4 minInvocationsExclusiveScanNonUniformAMD(dvec4);int64_t minInvocationsExclusiveScanNonUniformAMD(int64_t);i64vec2 minInvocationsExclusiveScanNonUniformAMD(i64vec2);i64vec3 minInvocationsExclusiveScanNonUniformAMD(i64vec3);i64vec4 minInvocationsExclusiveScanNonUniformAMD(i64vec4);uint64_t minInvocationsExclusiveScanNonUniformAMD(uint64_t);u64vec2 minInvocationsExclusiveScanNonUniformAMD(u64vec2);u64vec3 minInvocationsExclusiveScanNonUniformAMD(u64vec3);u64vec4 minInvocationsExclusiveScanNonUniformAMD(u64vec4);float16_t minInvocationsExclusiveScanNonUniformAMD(float16_t);f16vec2 minInvocationsExclusiveScanNonUniformAMD(f16vec2);f16vec3 minInvocationsExclusiveScanNonUniformAMD(f16vec3);f16vec4 minInvocationsExclusiveScanNonUniformAMD(f16vec4);int16_t minInvocationsExclusiveScanNonUniformAMD(int16_t);i16vec2 minInvocationsExclusiveScanNonUniformAMD(i16vec2);i16vec3 minInvocationsExclusiveScanNonUniformAMD(i16vec3);i16vec4 minInvocationsExclusiveScanNonUniformAMD(i16vec4);uint16_t minInvocationsExclusiveScanNonUniformAMD(uint16_t);u16vec2 minInvocationsExclusiveScanNonUniformAMD(u16vec2);u16vec3 minInvocationsExclusiveScanNonUniformAMD(u16vec3);u16vec4 minInvocationsExclusiveScanNonUniformAMD(u16vec4);float maxInvocationsNonUniformAMD(float);vec2 maxInvocationsNonUniformAMD(vec2);vec3 maxInvocationsNonUniformAMD(vec3);vec4 maxInvocationsNonUniformAMD(vec4);int maxInvocationsNonUniformAMD(int);ivec2 maxInvocationsNonUniformAMD(ivec2);ivec3 maxInvocationsNonUniformAMD(ivec3);ivec4 maxInvocationsNonUniformAMD(ivec4);uint maxInvocationsNonUniformAMD(uint);uvec2 maxInvocationsNonUniformAMD(uvec2);uvec3 maxInvocationsNonUniformAMD(uvec3);uvec4 maxInvocationsNonUniformAMD(uvec4);double maxInvocationsNonUniformAMD(double);dvec2 maxInvocationsNonUniformAMD(dvec2);dvec3 maxInvocationsNonUniformAMD(dvec3);dvec4 maxInvocationsNonUniformAMD(dvec4);int64_t maxInvocationsNonUniformAMD(int64_t);i64vec2 maxInvocationsNonUniformAMD(i64vec2);i64vec3 maxInvocationsNonUniformAMD(i64vec3);i64vec4 maxInvocationsNonUniformAMD(i64vec4);uint64_t maxInvocationsNonUniformAMD(uint64_t);u64vec2 maxInvocationsNonUniformAMD(u64vec2);u64vec3 maxInvocationsNonUniformAMD(u64vec3);u64vec4 maxInvocationsNonUniformAMD(u64vec4);float16_t maxInvocationsNonUniformAMD(float16_t);f16vec2 maxInvocationsNonUniformAMD(f16vec2);f16vec3 maxInvocationsNonUniformAMD(f16vec3);f16vec4 maxInvocationsNonUniformAMD(f16vec4);int16_t maxInvocationsNonUniformAMD(int16_t);i16vec2 maxInvocationsNonUniformAMD(i16vec2);i16vec3 maxInvocationsNonUniformAMD(i16vec3);i16vec4 maxInvocationsNonUniformAMD(i16vec4);uint16_t maxInvocationsNonUniformAMD(uint16_t);u16vec2 maxInvocationsNonUniformAMD(u16vec2);u16vec3 maxInvocationsNonUniformAMD(u16vec3);u16vec4 maxInvocationsNonUniformAMD(u16vec4);float maxInvocationsInclusiveScanNonUniformAMD(float);vec2 maxInvocationsInclusiveScanNonUniformAMD(vec2);vec3 maxInvocationsInclusiveScanNonUniformAMD(vec3);vec4 maxInvocationsInclusiveScanNonUniformAMD(vec4);int maxInvocationsInclusiveScanNonUniformAMD(int);ivec2 maxInvocationsInclusiveScanNonUniformAMD(ivec2);ivec3 maxInvocationsInclusiveScanNonUniformAMD(ivec3);ivec4 maxInvocationsInclusiveScanNonUniformAMD(ivec4);uint maxInvocationsInclusiveScanNonUniformAMD(uint);uvec2 maxInvocationsInclusiveScanNonUniformAMD(uvec2);uvec3 maxInvocationsInclusiveScanNonUniformAMD(uvec3);uvec4 maxInvocationsInclusiveScanNonUniformAMD(uvec4);double maxInvocationsInclusiveScanNonUniformAMD(double);dvec2 maxInvocationsInclusiveScanNonUniformAMD(dvec2);dvec3 maxInvocationsInclusiveScanNonUniformAMD(dvec3);dvec4 maxInvocationsInclusiveScanNonUniformAMD(dvec4);int64_t maxInvocationsInclusiveScanNonUniformAMD(int64_t);i64vec2 maxInvocationsInclusiveScanNonUniformAMD(i64vec2);i64vec3 maxInvocationsInclusiveScanNonUniformAMD(i64vec3);i64vec4 maxInvocationsInclusiveScanNonUniformAMD(i64vec4);uint64_t maxInvocationsInclusiveScanNonUniformAMD(uint64_t);u64vec2 maxInvocationsInclusiveScanNonUniformAMD(u64vec2);u64vec3 maxInvocationsInclusiveScanNonUniformAMD(u64vec3);u64vec4 maxInvocationsInclusiveScanNonUniformAMD(u64vec4);float16_t maxInvocationsInclusiveScanNonUniformAMD(float16_t);f16vec2 maxInvocationsInclusiveScanNonUniformAMD(f16vec2);f16vec3 maxInvocationsInclusiveScanNonUniformAMD(f16vec3);f16vec4 maxInvocationsInclusiveScanNonUniformAMD(f16vec4);int16_t maxInvocationsInclusiveScanNonUniformAMD(int16_t);i16vec2 maxInvocationsInclusiveScanNonUniformAMD(i16vec2);i16vec3 maxInvocationsInclusiveScanNonUniformAMD(i16vec3);i16vec4 maxInvocationsInclusiveScanNonUniformAMD(i16vec4);uint16_t maxInvocationsInclusiveScanNonUniformAMD(uint16_t);u16vec2 maxInvocationsInclusiveScanNonUniformAMD(u16vec2);u16vec3 maxInvocationsInclusiveScanNonUniformAMD(u16vec3);u16vec4 maxInvocationsInclusiveScanNonUniformAMD(u16vec4);float maxInvocationsExclusiveScanNonUniformAMD(float);vec2 maxInvocationsExclusiveScanNonUniformAMD(vec2);vec3 maxInvocationsExclusiveScanNonUniformAMD(vec3);vec4 maxInvocationsExclusiveScanNonUniformAMD(vec4);int maxInvocationsExclusiveScanNonUniformAMD(int);ivec2 maxInvocationsExclusiveScanNonUniformAMD(ivec2);ivec3 maxInvocationsExclusiveScanNonUniformAMD(ivec3);ivec4 maxInvocationsExclusiveScanNonUniformAMD(ivec4);uint maxInvocationsExclusiveScanNonUniformAMD(uint);uvec2 maxInvocationsExclusiveScanNonUniformAMD(uvec2);uvec3 maxInvocationsExclusiveScanNonUniformAMD(uvec3);uvec4 maxInvocationsExclusiveScanNonUniformAMD(uvec4);double maxInvocationsExclusiveScanNonUniformAMD(double);dvec2 maxInvocationsExclusiveScanNonUniformAMD(dvec2);dvec3 maxInvocationsExclusiveScanNonUniformAMD(dvec3);dvec4 maxInvocationsExclusiveScanNonUniformAMD(dvec4);int64_t maxInvocationsExclusiveScanNonUniformAMD(int64_t);i64vec2 maxInvocationsExclusiveScanNonUniformAMD(i64vec2);i64vec3 maxInvocationsExclusiveScanNonUniformAMD(i64vec3);i64vec4 maxInvocationsExclusiveScanNonUniformAMD(i64vec4);uint64_t maxInvocationsExclusiveScanNonUniformAMD(uint64_t);u64vec2 maxInvocationsExclusiveScanNonUniformAMD(u64vec2);u64vec3 maxInvocationsExclusiveScanNonUniformAMD(u64vec3);u64vec4 maxInvocationsExclusiveScanNonUniformAMD(u64vec4);float16_t maxInvocationsExclusiveScanNonUniformAMD(float16_t);f16vec2 maxInvocationsExclusiveScanNonUniformAMD(f16vec2);f16vec3 maxInvocationsExclusiveScanNonUniformAMD(f16vec3);f16vec4 maxInvocationsExclusiveScanNonUniformAMD(f16vec4);int16_t maxInvocationsExclusiveScanNonUniformAMD(int16_t);i16vec2 maxInvocationsExclusiveScanNonUniformAMD(i16vec2);i16vec3 maxInvocationsExclusiveScanNonUniformAMD(i16vec3);i16vec4 maxInvocationsExclusiveScanNonUniformAMD(i16vec4);uint16_t maxInvocationsExclusiveScanNonUniformAMD(uint16_t);u16vec2 maxInvocationsExclusiveScanNonUniformAMD(u16vec2);u16vec3 maxInvocationsExclusiveScanNonUniformAMD(u16vec3);u16vec4 maxInvocationsExclusiveScanNonUniformAMD(u16vec4);float addInvocationsNonUniformAMD(float);vec2 addInvocationsNonUniformAMD(vec2);vec3 addInvocationsNonUniformAMD(vec3);vec4 addInvocationsNonUniformAMD(vec4);int addInvocationsNonUniformAMD(int);ivec2 addInvocationsNonUniformAMD(ivec2);ivec3 addInvocationsNonUniformAMD(ivec3);ivec4 addInvocationsNonUniformAMD(ivec4);uint addInvocationsNonUniformAMD(uint);uvec2 addInvocationsNonUniformAMD(uvec2);uvec3 addInvocationsNonUniformAMD(uvec3);uvec4 addInvocationsNonUniformAMD(uvec4);double addInvocationsNonUniformAMD(double);dvec2 addInvocationsNonUniformAMD(dvec2);dvec3 addInvocationsNonUniformAMD(dvec3);dvec4 addInvocationsNonUniformAMD(dvec4);int64_t addInvocationsNonUniformAMD(int64_t);i64vec2 addInvocationsNonUniformAMD(i64vec2);i64vec3 addInvocationsNonUniformAMD(i64vec3);i64vec4 addInvocationsNonUniformAMD(i64vec4);uint64_t addInvocationsNonUniformAMD(uint64_t);u64vec2 addInvocationsNonUniformAMD(u64vec2);u64vec3 addInvocationsNonUniformAMD(u64vec3);u64vec4 addInvocationsNonUniformAMD(u64vec4);float16_t addInvocationsNonUniformAMD(float16_t);f16vec2 addInvocationsNonUniformAMD(f16vec2);f16vec3 addInvocationsNonUniformAMD(f16vec3);f16vec4 addInvocationsNonUniformAMD(f16vec4);int16_t addInvocationsNonUniformAMD(int16_t);i16vec2 addInvocationsNonUniformAMD(i16vec2);i16vec3 addInvocationsNonUniformAMD(i16vec3);i16vec4 addInvocationsNonUniformAMD(i16vec4);uint16_t addInvocationsNonUniformAMD(uint16_t);u16vec2 addInvocationsNonUniformAMD(u16vec2);u16vec3 addInvocationsNonUniformAMD(u16vec3);u16vec4 addInvocationsNonUniformAMD(u16vec4);float addInvocationsInclusiveScanNonUniformAMD(float);vec2 addInvocationsInclusiveScanNonUniformAMD(vec2);vec3 addInvocationsInclusiveScanNonUniformAMD(vec3);vec4 addInvocationsInclusiveScanNonUniformAMD(vec4);int addInvocationsInclusiveScanNonUniformAMD(int);ivec2 addInvocationsInclusiveScanNonUniformAMD(ivec2);ivec3 addInvocationsInclusiveScanNonUniformAMD(ivec3);ivec4 addInvocationsInclusiveScanNonUniformAMD(ivec4);uint addInvocationsInclusiveScanNonUniformAMD(uint);uvec2 addInvocationsInclusiveScanNonUniformAMD(uvec2);uvec3 addInvocationsInclusiveScanNonUniformAMD(uvec3);uvec4 addInvocationsInclusiveScanNonUniformAMD(uvec4);double addInvocationsInclusiveScanNonUniformAMD(double);dvec2 addInvocationsInclusiveScanNonUniformAMD(dvec2);dvec3 addInvocationsInclusiveScanNonUniformAMD(dvec3);dvec4 addInvocationsInclusiveScanNonUniformAMD(dvec4);int64_t addInvocationsInclusiveScanNonUniformAMD(int64_t);i64vec2 addInvocationsInclusiveScanNonUniformAMD(i64vec2);i64vec3 addInvocationsInclusiveScanNonUniformAMD(i64vec3);i64vec4 addInvocationsInclusiveScanNonUniformAMD(i64vec4);uint64_t addInvocationsInclusiveScanNonUniformAMD(uint64_t);u64vec2 addInvocationsInclusiveScanNonUniformAMD(u64vec2);u64vec3 addInvocationsInclusiveScanNonUniformAMD(u64vec3);u64vec4 addInvocationsInclusiveScanNonUniformAMD(u64vec4);float16_t addInvocationsInclusiveScanNonUniformAMD(float16_t);f16vec2 addInvocationsInclusiveScanNonUniformAMD(f16vec2);f16vec3 addInvocationsInclusiveScanNonUniformAMD(f16vec3);f16vec4 addInvocationsInclusiveScanNonUniformAMD(f16vec4);int16_t addInvocationsInclusiveScanNonUniformAMD(int16_t);i16vec2 addInvocationsInclusiveScanNonUniformAMD(i16vec2);i16vec3 addInvocationsInclusiveScanNonUniformAMD(i16vec3);i16vec4 addInvocationsInclusiveScanNonUniformAMD(i16vec4);uint16_t addInvocationsInclusiveScanNonUniformAMD(uint16_t);u16vec2 addInvocationsInclusiveScanNonUniformAMD(u16vec2);u16vec3 addInvocationsInclusiveScanNonUniformAMD(u16vec3);u16vec4 addInvocationsInclusiveScanNonUniformAMD(u16vec4);float addInvocationsExclusiveScanNonUniformAMD(float);vec2 addInvocationsExclusiveScanNonUniformAMD(vec2);vec3 addInvocationsExclusiveScanNonUniformAMD(vec3);vec4 addInvocationsExclusiveScanNonUniformAMD(vec4);int addInvocationsExclusiveScanNonUniformAMD(int);ivec2 addInvocationsExclusiveScanNonUniformAMD(ivec2);ivec3 addInvocationsExclusiveScanNonUniformAMD(ivec3);ivec4 addInvocationsExclusiveScanNonUniformAMD(ivec4);uint addInvocationsExclusiveScanNonUniformAMD(uint);uvec2 addInvocationsExclusiveScanNonUniformAMD(uvec2);uvec3 addInvocationsExclusiveScanNonUniformAMD(uvec3);uvec4 addInvocationsExclusiveScanNonUniformAMD(uvec4);double addInvocationsExclusiveScanNonUniformAMD(double);dvec2 addInvocationsExclusiveScanNonUniformAMD(dvec2);dvec3 addInvocationsExclusiveScanNonUniformAMD(dvec3);dvec4 addInvocationsExclusiveScanNonUniformAMD(dvec4);int64_t addInvocationsExclusiveScanNonUniformAMD(int64_t);i64vec2 addInvocationsExclusiveScanNonUniformAMD(i64vec2);i64vec3 addInvocationsExclusiveScanNonUniformAMD(i64vec3);i64vec4 addInvocationsExclusiveScanNonUniformAMD(i64vec4);uint64_t addInvocationsExclusiveScanNonUniformAMD(uint64_t);u64vec2 addInvocationsExclusiveScanNonUniformAMD(u64vec2);u64vec3 addInvocationsExclusiveScanNonUniformAMD(u64vec3);u64vec4 addInvocationsExclusiveScanNonUniformAMD(u64vec4);float16_t addInvocationsExclusiveScanNonUniformAMD(float16_t);f16vec2 addInvocationsExclusiveScanNonUniformAMD(f16vec2);f16vec3 addInvocationsExclusiveScanNonUniformAMD(f16vec3);f16vec4 addInvocationsExclusiveScanNonUniformAMD(f16vec4);int16_t addInvocationsExclusiveScanNonUniformAMD(int16_t);i16vec2 addInvocationsExclusiveScanNonUniformAMD(i16vec2);i16vec3 addInvocationsExclusiveScanNonUniformAMD(i16vec3);i16vec4 addInvocationsExclusiveScanNonUniformAMD(i16vec4);uint16_t addInvocationsExclusiveScanNonUniformAMD(uint16_t);u16vec2 addInvocationsExclusiveScanNonUniformAMD(u16vec2);u16vec3 addInvocationsExclusiveScanNonUniformAMD(u16vec3);u16vec4 addInvocationsExclusiveScanNonUniformAMD(u16vec4);float swizzleInvocationsAMD(float, uvec4);vec2 swizzleInvocationsAMD(vec2, uvec4);vec3 swizzleInvocationsAMD(vec3, uvec4);vec4 swizzleInvocationsAMD(vec4, uvec4);int swizzleInvocationsAMD(int, uvec4);ivec2 swizzleInvocationsAMD(ivec2, uvec4);ivec3 swizzleInvocationsAMD(ivec3, uvec4);ivec4 swizzleInvocationsAMD(ivec4, uvec4);uint swizzleInvocationsAMD(uint, uvec4);uvec2 swizzleInvocationsAMD(uvec2, uvec4);uvec3 swizzleInvocationsAMD(uvec3, uvec4);uvec4 swizzleInvocationsAMD(uvec4, uvec4);float swizzleInvocationsMaskedAMD(float, uvec3);vec2 swizzleInvocationsMaskedAMD(vec2, uvec3);vec3 swizzleInvocationsMaskedAMD(vec3, uvec3);vec4 swizzleInvocationsMaskedAMD(vec4, uvec3);int swizzleInvocationsMaskedAMD(int, uvec3);ivec2 swizzleInvocationsMaskedAMD(ivec2, uvec3);ivec3 swizzleInvocationsMaskedAMD(ivec3, uvec3);ivec4 swizzleInvocationsMaskedAMD(ivec4, uvec3);uint swizzleInvocationsMaskedAMD(uint, uvec3);uvec2 swizzleInvocationsMaskedAMD(uvec2, uvec3);uvec3 swizzleInvocationsMaskedAMD(uvec3, uvec3);uvec4 swizzleInvocationsMaskedAMD(uvec4, uvec3);float writeInvocationAMD(float, float, uint);vec2 writeInvocationAMD(vec2, vec2, uint);vec3 writeInvocationAMD(vec3, vec3, uint);vec4 writeInvocationAMD(vec4, vec4, uint);int writeInvocationAMD(int, int, uint);ivec2 writeInvocationAMD(ivec2, ivec2, uint);ivec3 writeInvocationAMD(ivec3, ivec3, uint);ivec4 writeInvocationAMD(ivec4, ivec4, uint);uint writeInvocationAMD(uint, uint, uint);uvec2 writeInvocationAMD(uvec2, uvec2, uint);uvec3 writeInvocationAMD(uvec3, uvec3, uint);uvec4 writeInvocationAMD(uvec4, uvec4, uint);uint mbcntAMD(uint64_t); Step #5: float cubeFaceIndexAMD(vec3);vec2 cubeFaceCoordAMD(vec3);uint64_t timeAMD();in int gl_SIMDGroupSizeAMD; Step #5: uint fragmentMaskFetchAMD(sampler2DMS, ivec2);uint fragmentMaskFetchAMD(isampler2DMS, ivec2);uint fragmentMaskFetchAMD(usampler2DMS, ivec2);uint fragmentMaskFetchAMD(sampler2DMSArray, ivec3);uint fragmentMaskFetchAMD(isampler2DMSArray, ivec3);uint fragmentMaskFetchAMD(usampler2DMSArray, ivec3);vec4 fragmentFetchAMD(sampler2DMS, ivec2, uint);ivec4 fragmentFetchAMD(isampler2DMS, ivec2, uint);uvec4 fragmentFetchAMD(usampler2DMS, ivec2, uint);vec4 fragmentFetchAMD(sampler2DMSArray, ivec3, uint);ivec4 fragmentFetchAMD(isampler2DMSArray, ivec3, uint);uvec4 fragmentFetchAMD(usampler2DMSArray, ivec3, uint); 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: struct gl_TextureFootprint2DNV {uvec2 anchor;uvec2 offset;uvec2 mask;uint lod;uint granularity;};struct gl_TextureFootprint3DNV {uvec3 anchor;uvec3 offset;uvec2 mask;uint lod;uint granularity;};bool textureFootprintNV(sampler2D, vec2, int, bool, out gl_TextureFootprint2DNV);bool textureFootprintNV(sampler3D, vec3, int, bool, out gl_TextureFootprint3DNV);bool textureFootprintNV(sampler2D, vec2, int, bool, out gl_TextureFootprint2DNV, float);bool textureFootprintNV(sampler3D, vec3, int, bool, out gl_TextureFootprint3DNV, float);bool textureFootprintClampNV(sampler2D, vec2, float, int, bool, out gl_TextureFootprint2DNV);bool textureFootprintClampNV(sampler3D, vec3, float, int, bool, out gl_TextureFootprint3DNV);bool textureFootprintClampNV(sampler2D, vec2, float, int, bool, out gl_TextureFootprint2DNV, float);bool textureFootprintClampNV(sampler3D, vec3, float, int, bool, out gl_TextureFootprint3DNV, float);bool textureFootprintLodNV(sampler2D, vec2, float, int, bool, out gl_TextureFootprint2DNV);bool textureFootprintLodNV(sampler3D, vec3, float, int, bool, out gl_TextureFootprint3DNV);bool textureFootprintGradNV(sampler2D, vec2, vec2, vec2, int, bool, out gl_TextureFootprint2DNV);bool textureFootprintGradClampNV(sampler2D, vec2, vec2, vec2, float, int, bool, out gl_TextureFootprint2DNV); Step #5: float16_t radians(float16_t);f16vec2 radians(f16vec2);f16vec3 radians(f16vec3);f16vec4 radians(f16vec4);float16_t degrees(float16_t);f16vec2 degrees(f16vec2);f16vec3 degrees(f16vec3);f16vec4 degrees(f16vec4);float16_t sin(float16_t);f16vec2 sin(f16vec2);f16vec3 sin(f16vec3);f16vec4 sin(f16vec4);float16_t cos(float16_t);f16vec2 cos(f16vec2);f16vec3 cos(f16vec3);f16vec4 cos(f16vec4);float16_t tan(float16_t);f16vec2 tan(f16vec2);f16vec3 tan(f16vec3);f16vec4 tan(f16vec4);float16_t asin(float16_t);f16vec2 asin(f16vec2);f16vec3 asin(f16vec3);f16vec4 asin(f16vec4);float16_t acos(float16_t);f16vec2 acos(f16vec2);f16vec3 acos(f16vec3);f16vec4 acos(f16vec4);float16_t atan(float16_t, float16_t);f16vec2 atan(f16vec2, f16vec2);f16vec3 atan(f16vec3, f16vec3);f16vec4 atan(f16vec4, f16vec4);float16_t atan(float16_t);f16vec2 atan(f16vec2);f16vec3 atan(f16vec3);f16vec4 atan(f16vec4);float16_t sinh(float16_t);f16vec2 sinh(f16vec2);f16vec3 sinh(f16vec3);f16vec4 sinh(f16vec4);float16_t cosh(float16_t);f16vec2 cosh(f16vec2);f16vec3 cosh(f16vec3);f16vec4 cosh(f16vec4);float16_t tanh(float16_t);f16vec2 tanh(f16vec2);f16vec3 tanh(f16vec3);f16vec4 tanh(f16vec4);float16_t asinh(float16_t);f16vec2 asinh(f16vec2);f16vec3 asinh(f16vec3);f16vec4 asinh(f16vec4);float16_t acosh(float16_t);f16vec2 acosh(f16vec2);f16vec3 acosh(f16vec3);f16vec4 acosh(f16vec4);float16_t atanh(float16_t);f16vec2 atanh(f16vec2);f16vec3 atanh(f16vec3);f16vec4 atanh(f16vec4);float16_t pow(float16_t, float16_t);f16vec2 pow(f16vec2, f16vec2);f16vec3 pow(f16vec3, f16vec3);f16vec4 pow(f16vec4, f16vec4);float16_t exp(float16_t);f16vec2 exp(f16vec2);f16vec3 exp(f16vec3);f16vec4 exp(f16vec4);float16_t log(float16_t);f16vec2 log(f16vec2);f16vec3 log(f16vec3);f16vec4 log(f16vec4);float16_t exp2(float16_t);f16vec2 exp2(f16vec2);f16vec3 exp2(f16vec3);f16vec4 exp2(f16vec4);float16_t log2(float16_t);f16vec2 log2(f16vec2);f16vec3 log2(f16vec3);f16vec4 log2(f16vec4);float16_t sqrt(float16_t);f16vec2 sqrt(f16vec2);f16vec3 sqrt(f16vec3);f16vec4 sqrt(f16vec4);float16_t inversesqrt(float16_t);f16vec2 inversesqrt(f16vec2);f16vec3 inversesqrt(f16vec3);f16vec4 inversesqrt(f16vec4);float16_t abs(float16_t);f16vec2 abs(f16vec2);f16vec3 abs(f16vec3);f16vec4 abs(f16vec4);float16_t sign(float16_t);f16vec2 sign(f16vec2);f16vec3 sign(f16vec3);f16vec4 sign(f16vec4);float16_t floor(float16_t);f16vec2 floor(f16vec2);f16vec3 floor(f16vec3);f16vec4 floor(f16vec4);float16_t trunc(float16_t);f16vec2 trunc(f16vec2);f16vec3 trunc(f16vec3);f16vec4 trunc(f16vec4);float16_t round(float16_t);f16vec2 round(f16vec2);f16vec3 round(f16vec3);f16vec4 round(f16vec4);float16_t roundEven(float16_t);f16vec2 roundEven(f16vec2);f16vec3 roundEven(f16vec3);f16vec4 roundEven(f16vec4);float16_t ceil(float16_t);f16vec2 ceil(f16vec2);f16vec3 ceil(f16vec3);f16vec4 ceil(f16vec4);float16_t fract(float16_t);f16vec2 fract(f16vec2);f16vec3 fract(f16vec3);f16vec4 fract(f16vec4);float16_t mod(float16_t, float16_t);f16vec2 mod(f16vec2, float16_t);f16vec3 mod(f16vec3, float16_t);f16vec4 mod(f16vec4, float16_t);f16vec2 mod(f16vec2, f16vec2);f16vec3 mod(f16vec3, f16vec3);f16vec4 mod(f16vec4, f16vec4);float16_t modf(float16_t, out float16_t);f16vec2 modf(f16vec2, out f16vec2);f16vec3 modf(f16vec3, out f16vec3);f16vec4 modf(f16vec4, out f16vec4);float16_t min(float16_t, float16_t);f16vec2 min(f16vec2, float16_t);f16vec3 min(f16vec3, float16_t);f16vec4 min(f16vec4, float16_t);f16vec2 min(f16vec2, f16vec2);f16vec3 min(f16vec3, f16vec3);f16vec4 min(f16vec4, f16vec4);float16_t max(float16_t, float16_t);f16vec2 max(f16vec2, float16_t);f16vec3 max(f16vec3, float16_t);f16vec4 max(f16vec4, float16_t);f16vec2 max(f16vec2, f16vec2);f16vec3 max(f16vec3, f16vec3);f16vec4 max(f16vec4, f16vec4);float16_t clamp(float16_t, float16_t, float16_t);f16vec2 clamp(f16vec2, float16_t, float16_t);f16vec3 clamp(f16vec3, float16_t, float16_t);f16vec4 clamp(f16vec4, float16_t, float16_t);f16vec2 clamp(f16vec2, f16vec2, f16vec2);f16vec3 clamp(f16vec3, f16vec3, f16vec3);f16vec4 clamp(f16vec4, f16vec4, f16vec4);float16_t mix(float16_t, float16_t, float16_t);f16vec2 mix(f16vec2, f16vec2, float16_t);f16vec3 mix(f16vec3, f16vec3, float16_t);f16vec4 mix(f16vec4, f16vec4, float16_t);f16vec2 mix(f16vec2, f16vec2, f16vec2);f16vec3 mix(f16vec3, f16vec3, f16vec3);f16vec4 mix(f16vec4, f16vec4, f16vec4);float16_t mix(float16_t, float16_t, bool);f16vec2 mix(f16vec2, f16vec2, bvec2);f16vec3 mix(f16vec3, f16vec3, bvec3);f16vec4 mix(f16vec4, f16vec4, bvec4);float16_t step(float16_t, float16_t);f16vec2 step(f16vec2, f16vec2);f16vec3 step(f16vec3, f16vec3);f16vec4 step(f16vec4, f16vec4);f16vec2 step(float16_t, f16vec2);f16vec3 step(float16_t, f16vec3);f16vec4 step(float16_t, f16vec4);float16_t smoothstep(float16_t, float16_t, float16_t);f16vec2 smoothstep(f16vec2, f16vec2, f16vec2);f16vec3 smoothstep(f16vec3, f16vec3, f16vec3);f16vec4 smoothstep(f16vec4, f16vec4, f16vec4);f16vec2 smoothstep(float16_t, float16_t, f16vec2);f16vec3 smoothstep(float16_t, float16_t, f16vec3);f16vec4 smoothstep(float16_t, float16_t, f16vec4);bool isnan(float16_t);bvec2 isnan(f16vec2);bvec3 isnan(f16vec3);bvec4 isnan(f16vec4);bool isinf(float16_t);bvec2 isinf(f16vec2);bvec3 isinf(f16vec3);bvec4 isinf(f16vec4);float16_t fma(float16_t, float16_t, float16_t);f16vec2 fma(f16vec2, f16vec2, f16vec2);f16vec3 fma(f16vec3, f16vec3, f16vec3);f16vec4 fma(f16vec4, f16vec4, f16vec4);float16_t frexp(float16_t, out int);f16vec2 frexp(f16vec2, out ivec2);f16vec3 frexp(f16vec3, out ivec3);f16vec4 frexp(f16vec4, out ivec4);float16_t ldexp(float16_t, in int);f16vec2 ldexp(f16vec2, in ivec2);f16vec3 ldexp(f16vec3, in ivec3);f16vec4 ldexp(f16vec4, in ivec4);uint packFloat2x16(f16vec2);f16vec2 unpackFloat2x16(uint);float16_t length(float16_t);float16_t length(f16vec2);float16_t length(f16vec3);float16_t length(f16vec4);float16_t distance(float16_t, float16_t);float16_t distance(f16vec2, f16vec2);float16_t distance(f16vec3, f16vec3);float16_t distance(f16vec4, f16vec4);float16_t dot(float16_t, float16_t);float16_t dot(f16vec2, f16vec2);float16_t dot(f16vec3, f16vec3);float16_t dot(f16vec4, f16vec4);f16vec3 cross(f16vec3, f16vec3);float16_t normalize(float16_t);f16vec2 normalize(f16vec2);f16vec3 normalize(f16vec3);f16vec4 normalize(f16vec4);float16_t faceforward(float16_t, float16_t, float16_t);f16vec2 faceforward(f16vec2, f16vec2, f16vec2);f16vec3 faceforward(f16vec3, f16vec3, f16vec3);f16vec4 faceforward(f16vec4, f16vec4, f16vec4);float16_t reflect(float16_t, float16_t);f16vec2 reflect(f16vec2, f16vec2);f16vec3 reflect(f16vec3, f16vec3);f16vec4 reflect(f16vec4, f16vec4);float16_t refract(float16_t, float16_t, float16_t);f16vec2 refract(f16vec2, f16vec2, float16_t);f16vec3 refract(f16vec3, f16vec3, float16_t);f16vec4 refract(f16vec4, f16vec4, float16_t);f16mat2 matrixCompMult(f16mat2, f16mat2);f16mat3 matrixCompMult(f16mat3, f16mat3);f16mat4 matrixCompMult(f16mat4, f16mat4);f16mat2x3 matrixCompMult(f16mat2x3, f16mat2x3);f16mat2x4 matrixCompMult(f16mat2x4, f16mat2x4);f16mat3x2 matrixCompMult(f16mat3x2, f16mat3x2);f16mat3x4 matrixCompMult(f16mat3x4, f16mat3x4);f16mat4x2 matrixCompMult(f16mat4x2, f16mat4x2);f16mat4x3 matrixCompMult(f16mat4x3, f16mat4x3);f16mat2 outerProduct(f16vec2, f16vec2);f16mat3 outerProduct(f16vec3, f16vec3);f16mat4 outerProduct(f16vec4, f16vec4);f16mat2x3 outerProduct(f16vec3, f16vec2);f16mat3x2 outerProduct(f16vec2, f16vec3);f16mat2x4 outerProduct(f16vec4, f16vec2);f16mat4x2 outerProduct(f16vec2, f16vec4);f16mat3x4 outerProduct(f16vec4, f16vec3);f16mat4x3 outerProduct(f16vec3, f16vec4);f16mat2 transpose(f16mat2);f16mat3 transpose(f16mat3);f16mat4 transpose(f16mat4);f16mat2x3 transpose(f16mat3x2);f16mat3x2 transpose(f16mat2x3);f16mat2x4 transpose(f16mat4x2);f16mat4x2 transpose(f16mat2x4);f16mat3x4 transpose(f16mat4x3);f16mat4x3 transpose(f16mat3x4);float16_t determinant(f16mat2);float16_t determinant(f16mat3);float16_t determinant(f16mat4);f16mat2 inverse(f16mat2);f16mat3 inverse(f16mat3);f16mat4 inverse(f16mat4);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);bfloat16_t dot(bfloat16_t, bfloat16_t);bfloat16_t dot(bf16vec2, bf16vec2);bfloat16_t dot(bf16vec3, bf16vec3);bfloat16_t dot(bf16vec4, bf16vec4);int16_t bfloat16BitsToIntEXT(bfloat16_t value);i16vec2 bfloat16BitsToIntEXT(bf16vec2 value);i16vec3 bfloat16BitsToIntEXT(bf16vec3 value);i16vec4 bfloat16BitsToIntEXT(bf16vec4 value);uint16_t bfloat16BitsToUintEXT(bfloat16_t value);u16vec2 bfloat16BitsToUintEXT(bf16vec2 value);u16vec3 bfloat16BitsToUintEXT(bf16vec3 value);u16vec4 bfloat16BitsToUintEXT(bf16vec4 value);bfloat16_t intBitsToBFloat16EXT(int16_t value);bf16vec2 intBitsToBFloat16EXT(i16vec2 value);bf16vec3 intBitsToBFloat16EXT(i16vec3 value);bf16vec4 intBitsToBFloat16EXT(i16vec4 value);bfloat16_t uintBitsToBFloat16EXT(uint16_t value);bf16vec2 uintBitsToBFloat16EXT(u16vec2 value);bf16vec3 uintBitsToBFloat16EXT(u16vec3 value);bf16vec4 uintBitsToBFloat16EXT(u16vec4 value);int8_t floate5m2BitsToIntEXT(floate5m2_t value);i8vec2 floate5m2BitsToIntEXT(fe5m2vec2 value);i8vec3 floate5m2BitsToIntEXT(fe5m2vec3 value);i8vec4 floate5m2BitsToIntEXT(fe5m2vec4 value);uint8_t floate5m2BitsToUintEXT(floate5m2_t value);u8vec2 floate5m2BitsToUintEXT(fe5m2vec2 value);u8vec3 floate5m2BitsToUintEXT(fe5m2vec3 value);u8vec4 floate5m2BitsToUintEXT(fe5m2vec4 value);floate5m2_t intBitsToFloate5m2EXT(int8_t value);fe5m2vec2 intBitsToFloate5m2EXT(i8vec2 value);fe5m2vec3 intBitsToFloate5m2EXT(i8vec3 value);fe5m2vec4 intBitsToFloate5m2EXT(i8vec4 value);floate5m2_t uintBitsToFloate5m2EXT(uint8_t value);fe5m2vec2 uintBitsToFloate5m2EXT(u8vec2 value);fe5m2vec3 uintBitsToFloate5m2EXT(u8vec3 value);fe5m2vec4 uintBitsToFloate5m2EXT(u8vec4 value);int8_t floate4m3BitsToIntEXT(floate4m3_t value);i8vec2 floate4m3BitsToIntEXT(fe4m3vec2 value);i8vec3 floate4m3BitsToIntEXT(fe4m3vec3 value);i8vec4 floate4m3BitsToIntEXT(fe4m3vec4 value);uint8_t floate4m3BitsToUintEXT(floate4m3_t value);u8vec2 floate4m3BitsToUintEXT(fe4m3vec2 value);u8vec3 floate4m3BitsToUintEXT(fe4m3vec3 value);u8vec4 floate4m3BitsToUintEXT(fe4m3vec4 value);floate4m3_t intBitsToFloate4m3EXT(int8_t value);fe4m3vec2 intBitsToFloate4m3EXT(i8vec2 value);fe4m3vec3 intBitsToFloate4m3EXT(i8vec3 value);fe4m3vec4 intBitsToFloate4m3EXT(i8vec4 value);floate4m3_t uintBitsToFloate4m3EXT(uint8_t value);fe4m3vec2 uintBitsToFloate4m3EXT(u8vec2 value);fe4m3vec3 uintBitsToFloate4m3EXT(u8vec3 value);fe4m3vec4 uintBitsToFloate4m3EXT(u8vec4 value);void saturatedConvertEXT();int8_t floatue8m0BitsToIntEXT(floatue8m0_t value);i8vec2 floatue8m0BitsToIntEXT(fue8m0vec2 value);i8vec3 floatue8m0BitsToIntEXT(fue8m0vec3 value);i8vec4 floatue8m0BitsToIntEXT(fue8m0vec4 value);uint8_t floatue8m0BitsToUintEXT(floatue8m0_t value);u8vec2 floatue8m0BitsToUintEXT(fue8m0vec2 value);u8vec3 floatue8m0BitsToUintEXT(fue8m0vec3 value);u8vec4 floatue8m0BitsToUintEXT(fue8m0vec4 value);floatue8m0_t intBitsToFloatue8m0EXT(int8_t value);fue8m0vec2 intBitsToFloatue8m0EXT(i8vec2 value);fue8m0vec3 intBitsToFloatue8m0EXT(i8vec3 value);fue8m0vec4 intBitsToFloatue8m0EXT(i8vec4 value);floatue8m0_t uintBitsToFloatue8m0EXT(uint8_t value);fue8m0vec2 uintBitsToFloatue8m0EXT(u8vec2 value);fue8m0vec3 uintBitsToFloatue8m0EXT(u8vec3 value);fue8m0vec4 uintBitsToFloatue8m0EXT(u8vec4 value);int8_t floatmxint8BitsToIntEXT(floatmxint8_t value);i8vec2 floatmxint8BitsToIntEXT(fmxint8vec2 value);i8vec3 floatmxint8BitsToIntEXT(fmxint8vec3 value);i8vec4 floatmxint8BitsToIntEXT(fmxint8vec4 value);uint8_t floatmxint8BitsToUintEXT(floatmxint8_t value);u8vec2 floatmxint8BitsToUintEXT(fmxint8vec2 value);u8vec3 floatmxint8BitsToUintEXT(fmxint8vec3 value);u8vec4 floatmxint8BitsToUintEXT(fmxint8vec4 value);floatmxint8_t intBitsToFloatmxint8EXT(int8_t value);fmxint8vec2 intBitsToFloatmxint8EXT(i8vec2 value);fmxint8vec3 intBitsToFloatmxint8EXT(i8vec3 value);fmxint8vec4 intBitsToFloatmxint8EXT(i8vec4 value);floatmxint8_t uintBitsToFloatmxint8EXT(uint8_t value);fmxint8vec2 uintBitsToFloatmxint8EXT(u8vec2 value);fmxint8vec3 uintBitsToFloatmxint8EXT(u8vec3 value);fmxint8vec4 uintBitsToFloatmxint8EXT(u8vec4 value);fe2m1vec2 unpackFloat2xfe2m1EXT(uint8_t value);fe2m1vec4 unpackFloat4xfe2m1EXT(uint16_t value);vector unpackFloat8xfe2m1EXT(uint32_t value);vector unpackFloat16xfe2m1EXT(u32vec2 value);uint8_t packFloat2xfe2m1EXT(fe2m1vec2 value);uint16_t packFloat4xfe2m1EXT(fe2m1vec4 value);uint32_t packFloat8xfe2m1EXT(vector value);u32vec2 packFloat16xfe2m1EXT(vector value);fe3m2vec4 unpackFloat4xfe3m2EXT(u8vec3 value);vector unpackFloat8xfe3m2EXT(u16vec3 value);vector unpackFloat16xfe3m2EXT(u32vec3 value);u8vec3 packFloat4xfe3m2EXT(fe3m2vec4 value);u16vec3 packFloat8xfe3m2EXT(vector value);u32vec3 packFloat16xfe3m2EXT(vector value);fe2m3vec4 unpackFloat4xfe2m3EXT(u8vec3 value);vector unpackFloat8xfe2m3EXT(u16vec3 value);vector unpackFloat16xfe2m3EXT(u32vec3 value);u8vec3 packFloat4xfe2m3EXT(fe2m3vec4 value);u16vec3 packFloat8xfe2m3EXT(vector value);u32vec3 packFloat16xfe2m3EXT(vector value);floate2m1_t bitcastExtractfe2m1EXT(uint8_t, uint);fe2m1vec2 bitcastExtractfe2m1EXT(u8vec2, uint);fe2m1vec3 bitcastExtractfe2m1EXT(u8vec3, uint);fe2m1vec4 bitcastExtractfe2m1EXT(u8vec4, uint);floate3m2_t bitcastExtractfe3m2EXT(uint8_t, uint);fe3m2vec2 bitcastExtractfe3m2EXT(u8vec2, uint);fe3m2vec3 bitcastExtractfe3m2EXT(u8vec3, uint);fe3m2vec4 bitcastExtractfe3m2EXT(u8vec4, uint);floate2m3_t bitcastExtractfe2m3EXT(uint8_t, uint);fe2m3vec2 bitcastExtractfe2m3EXT(u8vec2, uint);fe2m3vec3 bitcastExtractfe2m3EXT(u8vec3, uint);fe2m3vec4 bitcastExtractfe2m3EXT(u8vec4, uint); Step #5: int8_t abs(int8_t);i8vec2 abs(i8vec2);i8vec3 abs(i8vec3);i8vec4 abs(i8vec4);int8_t sign(int8_t);i8vec2 sign(i8vec2);i8vec3 sign(i8vec3);i8vec4 sign(i8vec4);int8_t min(int8_t x, int8_t y);i8vec2 min(i8vec2 x, int8_t y);i8vec3 min(i8vec3 x, int8_t y);i8vec4 min(i8vec4 x, int8_t y);i8vec2 min(i8vec2 x, i8vec2 y);i8vec3 min(i8vec3 x, i8vec3 y);i8vec4 min(i8vec4 x, i8vec4 y);uint8_t min(uint8_t x, uint8_t y);u8vec2 min(u8vec2 x, uint8_t y);u8vec3 min(u8vec3 x, uint8_t y);u8vec4 min(u8vec4 x, uint8_t y);u8vec2 min(u8vec2 x, u8vec2 y);u8vec3 min(u8vec3 x, u8vec3 y);u8vec4 min(u8vec4 x, u8vec4 y);int8_t max(int8_t x, int8_t y);i8vec2 max(i8vec2 x, int8_t y);i8vec3 max(i8vec3 x, int8_t y);i8vec4 max(i8vec4 x, int8_t y);i8vec2 max(i8vec2 x, i8vec2 y);i8vec3 max(i8vec3 x, i8vec3 y);i8vec4 max(i8vec4 x, i8vec4 y);uint8_t max(uint8_t x, uint8_t y);u8vec2 max(u8vec2 x, uint8_t y);u8vec3 max(u8vec3 x, uint8_t y);u8vec4 max(u8vec4 x, uint8_t y);u8vec2 max(u8vec2 x, u8vec2 y);u8vec3 max(u8vec3 x, u8vec3 y);u8vec4 max(u8vec4 x, u8vec4 y);int8_t clamp(int8_t x, int8_t minVal, int8_t maxVal);i8vec2 clamp(i8vec2 x, int8_t minVal, int8_t maxVal);i8vec3 clamp(i8vec3 x, int8_t minVal, int8_t maxVal);i8vec4 clamp(i8vec4 x, int8_t minVal, int8_t maxVal);i8vec2 clamp(i8vec2 x, i8vec2 minVal, i8vec2 maxVal);i8vec3 clamp(i8vec3 x, i8vec3 minVal, i8vec3 maxVal);i8vec4 clamp(i8vec4 x, i8vec4 minVal, i8vec4 maxVal);uint8_t clamp(uint8_t x, uint8_t minVal, uint8_t maxVal);u8vec2 clamp(u8vec2 x, uint8_t minVal, uint8_t maxVal);u8vec3 clamp(u8vec3 x, uint8_t minVal, uint8_t maxVal);u8vec4 clamp(u8vec4 x, uint8_t minVal, uint8_t maxVal);u8vec2 clamp(u8vec2 x, u8vec2 minVal, u8vec2 maxVal);u8vec3 clamp(u8vec3 x, u8vec3 minVal, u8vec3 maxVal);u8vec4 clamp(u8vec4 x, u8vec4 minVal, u8vec4 maxVal);int8_t mix(int8_t, int8_t, bool);i8vec2 mix(i8vec2, i8vec2, bvec2);i8vec3 mix(i8vec3, i8vec3, bvec3);i8vec4 mix(i8vec4, i8vec4, bvec4);uint8_t mix(uint8_t, uint8_t, bool);u8vec2 mix(u8vec2, u8vec2, bvec2);u8vec3 mix(u8vec3, u8vec3, bvec3);u8vec4 mix(u8vec4, u8vec4, bvec4);bvec2 lessThan(i8vec2, i8vec2);bvec3 lessThan(i8vec3, i8vec3);bvec4 lessThan(i8vec4, i8vec4);bvec2 lessThan(u8vec2, u8vec2);bvec3 lessThan(u8vec3, u8vec3);bvec4 lessThan(u8vec4, u8vec4);bvec2 lessThanEqual(i8vec2, i8vec2);bvec3 lessThanEqual(i8vec3, i8vec3);bvec4 lessThanEqual(i8vec4, i8vec4);bvec2 lessThanEqual(u8vec2, u8vec2);bvec3 lessThanEqual(u8vec3, u8vec3);bvec4 lessThanEqual(u8vec4, u8vec4);bvec2 greaterThan(i8vec2, i8vec2);bvec3 greaterThan(i8vec3, i8vec3);bvec4 greaterThan(i8vec4, i8vec4);bvec2 greaterThan(u8vec2, u8vec2);bvec3 greaterThan(u8vec3, u8vec3);bvec4 greaterThan(u8vec4, u8vec4);bvec2 greaterThanEqual(i8vec2, i8vec2);bvec3 greaterThanEqual(i8vec3, i8vec3);bvec4 greaterThanEqual(i8vec4, i8vec4);bvec2 greaterThanEqual(u8vec2, u8vec2);bvec3 greaterThanEqual(u8vec3, u8vec3);bvec4 greaterThanEqual(u8vec4, u8vec4);bvec2 equal(i8vec2, i8vec2);bvec3 equal(i8vec3, i8vec3);bvec4 equal(i8vec4, i8vec4);bvec2 equal(u8vec2, u8vec2);bvec3 equal(u8vec3, u8vec3);bvec4 equal(u8vec4, u8vec4);bvec2 notEqual(i8vec2, i8vec2);bvec3 notEqual(i8vec3, i8vec3);bvec4 notEqual(i8vec4, i8vec4);bvec2 notEqual(u8vec2, u8vec2);bvec3 notEqual(u8vec3, u8vec3);bvec4 notEqual(u8vec4, u8vec4); int8_t bitfieldExtract( int8_t, int8_t, int8_t);i8vec2 bitfieldExtract(i8vec2, int8_t, int8_t);i8vec3 bitfieldExtract(i8vec3, int8_t, int8_t);i8vec4 bitfieldExtract(i8vec4, int8_t, int8_t); uint8_t bitfieldExtract( uint8_t, int8_t, int8_t);u8vec2 bitfieldExtract(u8vec2, int8_t, int8_t);u8vec3 bitfieldExtract(u8vec3, int8_t, int8_t);u8vec4 bitfieldExtract(u8vec4, int8_t, int8_t); int8_t bitfieldInsert( int8_t base, int8_t, int8_t, int8_t);i8vec2 bitfieldInsert(i8vec2 base, i8vec2, int8_t, int8_t);i8vec3 bitfieldInsert(i8vec3 base, i8vec3, int8_t, int8_t);i8vec4 bitfieldInsert(i8vec4 base, i8vec4, int8_t, int8_t); uint8_t bitfieldInsert( uint8_t base, uint8_t, int8_t, int8_t);u8vec2 bitfieldInsert(u8vec2 base, u8vec2, int8_t, int8_t);u8vec3 bitfieldInsert(u8vec3 base, u8vec3, int8_t, int8_t);u8vec4 bitfieldInsert(u8vec4 base, u8vec4, int8_t, int8_t); int8_t bitCount( int8_t);i8vec2 bitCount(i8vec2);i8vec3 bitCount(i8vec3);i8vec4 bitCount(i8vec4); int8_t bitCount( uint8_t);i8vec2 bitCount(u8vec2);i8vec3 bitCount(u8vec3);i8vec4 bitCount(u8vec4);int8_t bitfieldReverse(highp int8_t);i8vec2 bitfieldReverse(highp i8vec2);i8vec3 bitfieldReverse(highp i8vec3);i8vec4 bitfieldReverse(highp i8vec4);uint8_t bitfieldReverse(highp uint8_t);u8vec2 bitfieldReverse(highp u8vec2);u8vec3 bitfieldReverse(highp u8vec3);u8vec4 bitfieldReverse(highp u8vec4); int8_t findLSB( int8_t);i8vec2 findLSB(i8vec2);i8vec3 findLSB(i8vec3);i8vec4 findLSB(i8vec4); int8_t findLSB( uint8_t);i8vec2 findLSB(u8vec2);i8vec3 findLSB(u8vec3);i8vec4 findLSB(u8vec4); int8_t findMSB( int8_t);i8vec2 findMSB(i8vec2);i8vec3 findMSB(i8vec3);i8vec4 findMSB(i8vec4); int8_t findMSB( uint8_t);i8vec2 findMSB(u8vec2);i8vec3 findMSB(u8vec3);i8vec4 findMSB(u8vec4);int16_t abs(int16_t);i16vec2 abs(i16vec2);i16vec3 abs(i16vec3);i16vec4 abs(i16vec4);int16_t sign(int16_t);i16vec2 sign(i16vec2);i16vec3 sign(i16vec3);i16vec4 sign(i16vec4);int16_t min(int16_t x, int16_t y);i16vec2 min(i16vec2 x, int16_t y);i16vec3 min(i16vec3 x, int16_t y);i16vec4 min(i16vec4 x, int16_t y);i16vec2 min(i16vec2 x, i16vec2 y);i16vec3 min(i16vec3 x, i16vec3 y);i16vec4 min(i16vec4 x, i16vec4 y);uint16_t min(uint16_t x, uint16_t y);u16vec2 min(u16vec2 x, uint16_t y);u16vec3 min(u16vec3 x, uint16_t y);u16vec4 min(u16vec4 x, uint16_t y);u16vec2 min(u16vec2 x, u16vec2 y);u16vec3 min(u16vec3 x, u16vec3 y);u16vec4 min(u16vec4 x, u16vec4 y);int16_t max(int16_t x, int16_t y);i16vec2 max(i16vec2 x, int16_t y);i16vec3 max(i16vec3 x, int16_t y);i16vec4 max(i16vec4 x, int16_t y);i16vec2 max(i16vec2 x, i16vec2 y);i16vec3 max(i16vec3 x, i16vec3 y);i16vec4 max(i16vec4 x, i16vec4 y);uint16_t max(uint16_t x, uint16_t y);u16vec2 max(u16vec2 x, uint16_t y);u16vec3 max(u16vec3 x, uint16_t y);u16vec4 max(u16vec4 x, uint16_t y);u16vec2 max(u16vec2 x, u16vec2 y);u16vec3 max(u16vec3 x, u16vec3 y);u16vec4 max(u16vec4 x, u16vec4 y);int16_t clamp(int16_t x, int16_t minVal, int16_t maxVal);i16vec2 clamp(i16vec2 x, int16_t minVal, int16_t maxVal);i16vec3 clamp(i16vec3 x, int16_t minVal, int16_t maxVal);i16vec4 clamp(i16vec4 x, int16_t minVal, int16_t maxVal);i16vec2 clamp(i16vec2 x, i16vec2 minVal, i16vec2 maxVal);i16vec3 clamp(i16vec3 x, i16vec3 minVal, i16vec3 maxVal);i16vec4 clamp(i16vec4 x, i16vec4 minVal, i16vec4 maxVal);uint16_t clamp(uint16_t x, uint16_t minVal, uint16_t maxVal);u16vec2 clamp(u16vec2 x, uint16_t minVal, uint16_t maxVal);u16vec3 clamp(u16vec3 x, uint16_t minVal, uint16_t maxVal);u16vec4 clamp(u16vec4 x, uint16_t minVal, uint16_t maxVal);u16vec2 clamp(u16vec2 x, u16vec2 minVal, u16vec2 maxVal);u16vec3 clamp(u16vec3 x, u16vec3 minVal, u16vec3 maxVal);u16vec4 clamp(u16vec4 x, u16vec4 minVal, u16vec4 maxVal);int16_t mix(int16_t, int16_t, bool);i16vec2 mix(i16vec2, i16vec2, bvec2);i16vec3 mix(i16vec3, i16vec3, bvec3);i16vec4 mix(i16vec4, i16vec4, bvec4);uint16_t mix(uint16_t, uint16_t, bool);u16vec2 mix(u16vec2, u16vec2, bvec2);u16vec3 mix(u16vec3, u16vec3, bvec3);u16vec4 mix(u16vec4, u16vec4, bvec4);float16_t frexp(float16_t, out int16_t);f16vec2 frexp(f16vec2, out i16vec2);f16vec3 frexp(f16vec3, out i16vec3);f16vec4 frexp(f16vec4, out i16vec4);float16_t ldexp(float16_t, int16_t);f16vec2 ldexp(f16vec2, i16vec2);f16vec3 ldexp(f16vec3, i16vec3);f16vec4 ldexp(f16vec4, i16vec4);int16_t halfBitsToInt16(float16_t);i16vec2 halfBitsToInt16(f16vec2);i16vec3 halhBitsToInt16(f16vec3);i16vec4 halfBitsToInt16(f16vec4);uint16_t halfBitsToUint16(float16_t);u16vec2 halfBitsToUint16(f16vec2);u16vec3 halfBitsToUint16(f16vec3);u16vec4 halfBitsToUint16(f16vec4);int16_t float16BitsToInt16(float16_t);i16vec2 float16BitsToInt16(f16vec2);i16vec3 float16BitsToInt16(f16vec3);i16vec4 float16BitsToInt16(f16vec4);uint16_t float16BitsToUint16(float16_t);u16vec2 float16BitsToUint16(f16vec2);u16vec3 float16BitsToUint16(f16vec3);u16vec4 float16BitsToUint16(f16vec4);float16_t int16BitsToFloat16(int16_t);f16vec2 int16BitsToFloat16(i16vec2);f16vec3 int16BitsToFloat16(i16vec3);f16vec4 int16BitsToFloat16(i16vec4);float16_t uint16BitsToFloat16(uint16_t);f16vec2 uint16BitsToFloat16(u16vec2);f16vec3 uint16BitsToFloat16(u16vec3);f16vec4 uint16BitsToFloat16(u16vec4);float16_t int16BitsToHalf(int16_t);f16vec2 int16BitsToHalf(i16vec2);f16vec3 int16BitsToHalf(i16vec3);f16vec4 int16BitsToHalf(i16vec4);float16_t uint16BitsToHalf(uint16_t);f16vec2 uint16BitsToHalf(u16vec2);f16vec3 uint16BitsToHalf(u16vec3);f16vec4 uint16BitsToHalf(u16vec4);int packInt2x16(i16vec2);uint packUint2x16(u16vec2);int64_t packInt4x16(i16vec4);uint64_t packUint4x16(u16vec4);i16vec2 unpackInt2x16(int);u16vec2 unpackUint2x16(uint);i16vec4 unpackInt4x16(int64_t);u16vec4 unpackUint4x16(uint64_t);bvec2 lessThan(i16vec2, i16vec2);bvec3 lessThan(i16vec3, i16vec3);bvec4 lessThan(i16vec4, i16vec4);bvec2 lessThan(u16vec2, u16vec2);bvec3 lessThan(u16vec3, u16vec3);bvec4 lessThan(u16vec4, u16vec4);bvec2 lessThanEqual(i16vec2, i16vec2);bvec3 lessThanEqual(i16vec3, i16vec3);bvec4 lessThanEqual(i16vec4, i16vec4);bvec2 lessThanEqual(u16vec2, u16vec2);bvec3 lessThanEqual(u16vec3, u16vec3);bvec4 lessThanEqual(u16vec4, u16vec4);bvec2 greaterThan(i16vec2, i16vec2);bvec3 greaterThan(i16vec3, i16vec3);bvec4 greaterThan(i16vec4, i16vec4);bvec2 greaterThan(u16vec2, u16vec2);bvec3 greaterThan(u16vec3, u16vec3);bvec4 greaterThan(u16vec4, u16vec4);bvec2 greaterThanEqual(i16vec2, i16vec2);bvec3 greaterThanEqual(i16vec3, i16vec3);bvec4 greaterThanEqual(i16vec4, i16vec4);bvec2 greaterThanEqual(u16vec2, u16vec2);bvec3 greaterThanEqual(u16vec3, u16vec3);bvec4 greaterThanEqual(u16vec4, u16vec4);bvec2 equal(i16vec2, i16vec2);bvec3 equal(i16vec3, i16vec3);bvec4 equal(i16vec4, i16vec4);bvec2 equal(u16vec2, u16vec2);bvec3 equal(u16vec3, u16vec3);bvec4 equal(u16vec4, u16vec4);bvec2 notEqual(i16vec2, i16vec2);bvec3 notEqual(i16vec3, i16vec3);bvec4 notEqual(i16vec4, i16vec4);bvec2 notEqual(u16vec2, u16vec2);bvec3 notEqual(u16vec3, u16vec3);bvec4 notEqual(u16vec4, u16vec4); int16_t bitfieldExtract( int16_t, int16_t, int16_t);i16vec2 bitfieldExtract(i16vec2, int16_t, int16_t);i16vec3 bitfieldExtract(i16vec3, int16_t, int16_t);i16vec4 bitfieldExtract(i16vec4, int16_t, int16_t); uint16_t bitfieldExtract( uint16_t, int16_t, int16_t);u16vec2 bitfieldExtract(u16vec2, int16_t, int16_t);u16vec3 bitfieldExtract(u16vec3, int16_t, int16_t);u16vec4 bitfieldExtract(u16vec4, int16_t, int16_t); int16_t bitfieldInsert( int16_t base, int16_t, int16_t, int16_t);i16vec2 bitfieldInsert(i16vec2 base, i16vec2, int16_t, int16_t);i16vec3 bitfieldInsert(i16vec3 base, i16vec3, int16_t, int16_t);i16vec4 bitfieldInsert(i16vec4 base, i16vec4, int16_t, int16_t); uint16_t bitfieldInsert( uint16_t base, uint16_t, int16_t, int16_t);u16vec2 bitfieldInsert(u16vec2 base, u16vec2, int16_t, int16_t);u16vec3 bitfieldInsert(u16vec3 base, u16vec3, int16_t, int16_t);u16vec4 bitfieldInsert(u16vec4 base, u16vec4, int16_t, int16_t); int16_t bitCount( int16_t);i16vec2 bitCount(i16vec2);i16vec3 bitCount(i16vec3);i16vec4 bitCount(i16vec4); int16_t bitCount( uint16_t);i16vec2 bitCount(u16vec2);i16vec3 bitCount(u16vec3);i16vec4 bitCount(u16vec4);int16_t bitfieldReverse(highp int16_t);i16vec2 bitfieldReverse(highp i16vec2);i16vec3 bitfieldReverse(highp i16vec3);i16vec4 bitfieldReverse(highp i16vec4);uint16_t bitfieldReverse(highp uint16_t);u16vec2 bitfieldReverse(highp u16vec2);u16vec3 bitfieldReverse(highp u16vec3);u16vec4 bitfieldReverse(highp u16vec4); int16_t findLSB( int16_t);i16vec2 findLSB(i16vec2);i16vec3 findLSB(i16vec3);i16vec4 findLSB(i16vec4); int16_t findLSB( uint16_t);i16vec2 findLSB(u16vec2);i16vec3 findLSB(u16vec3);i16vec4 findLSB(u16vec4); int16_t findMSB( int16_t);i16vec2 findMSB(i16vec2);i16vec3 findMSB(i16vec3);i16vec4 findMSB(i16vec4); int16_t findMSB( uint16_t);i16vec2 findMSB(u16vec2);i16vec3 findMSB(u16vec3);i16vec4 findMSB(u16vec4);int16_t pack16(i8vec2);uint16_t pack16(u8vec2);int32_t pack32(i8vec4);uint32_t pack32(u8vec4);int32_t pack32(i16vec2);uint32_t pack32(u16vec2);int64_t pack64(i16vec4);uint64_t pack64(u16vec4);int64_t pack64(i32vec2);uint64_t pack64(u32vec2);i8vec2 unpack8(int16_t);u8vec2 unpack8(uint16_t);i8vec4 unpack8(int32_t);u8vec4 unpack8(uint32_t);i16vec2 unpack16(int32_t);u16vec2 unpack16(uint32_t);i16vec4 unpack16(int64_t);u16vec4 unpack16(uint64_t);i32vec2 unpack32(int64_t);u32vec2 unpack32(uint64_t);int8_t expectEXT(int8_t, int8_t);i8vec2 expectEXT(i8vec2, i8vec2);i8vec3 expectEXT(i8vec3, i8vec3);i8vec4 expectEXT(i8vec4, i8vec4);uint8_t expectEXT(uint8_t, uint8_t);u8vec2 expectEXT(u8vec2, u8vec2);u8vec3 expectEXT(u8vec3, u8vec3);u8vec4 expectEXT(u8vec4, u8vec4);int16_t expectEXT(int16_t, int16_t);i16vec2 expectEXT(i16vec2, i16vec2);i16vec3 expectEXT(i16vec3, i16vec3);i16vec4 expectEXT(i16vec4, i16vec4);uint16_t expectEXT(uint16_t, uint16_t);u16vec2 expectEXT(u16vec2, u16vec2);u16vec3 expectEXT(u16vec3, u16vec3);u16vec4 expectEXT(u16vec4, u16vec4);int64_t expectEXT(int64_t, int64_t);i64vec2 expectEXT(i64vec2, i64vec2);i64vec3 expectEXT(i64vec3, i64vec3);i64vec4 expectEXT(i64vec4, i64vec4);uint64_t expectEXT(uint64_t, uint64_t);u64vec2 expectEXT(u64vec2, u64vec2);u64vec3 expectEXT(u64vec3, u64vec3);u64vec4 expectEXT(u64vec4, u64vec4); 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: 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 memoryBarrier();void memoryBarrierBuffer();void memoryBarrierImage();void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal float[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal float[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal vec2[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal vec2[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal vec4[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal vec4[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal float16_t[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal float16_t[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal f16vec2[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal f16vec2[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal f16vec4[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal f16vec4[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal bfloat16_t[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal bfloat16_t[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal bf16vec2[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal bf16vec2[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal bf16vec4[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal bf16vec4[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal floate5m2_t[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal floate5m2_t[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal fe5m2vec2[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal fe5m2vec2[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal fe5m2vec4[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal fe5m2vec4[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal floate4m3_t[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal floate4m3_t[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal fe4m3vec2[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal fe4m3vec2[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal fe4m3vec4[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal fe4m3vec4[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal double[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal double[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal dvec2[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal dvec2[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal dvec4[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal dvec4[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal int8_t[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal int8_t[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal i8vec2[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal i8vec2[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal i8vec4[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal i8vec4[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal int16_t[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal int16_t[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal i16vec2[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal i16vec2[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal i16vec4[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal i16vec4[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal int[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal int[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal ivec2[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal ivec2[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal ivec4[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal ivec4[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal int64_t[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal int64_t[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal i64vec2[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal i64vec2[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal i64vec4[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal i64vec4[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal uint8_t[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal uint8_t[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal u8vec2[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal u8vec2[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal u8vec4[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal u8vec4[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal uint16_t[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal uint16_t[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal u16vec2[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal u16vec2[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal u16vec4[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal u16vec4[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal uint[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal uint[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal uvec2[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal uvec2[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal uvec4[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal uvec4[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal uint64_t[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal uint64_t[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal u64vec2[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal u64vec2[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal u64vec4[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal u64vec4[] buf, uint element, uint stride, int matrixLayout); Step #5: void coopMatLoadTensorNV(inout coopmat m, volatile coherent nontemporal uint8_t[] buf, uint element, tensorLayoutNV t); Step #5: void coopMatLoadTensorNV(inout coopmat m, volatile coherent nontemporal uint8_t[] buf, uint element, tensorLayoutNV t, tensorViewNV v); Step #5: void coopMatLoadTensorNV(inout coopmat m, volatile coherent nontemporal uint8_t[] buf, uint element, tensorLayoutNV t, __function f); Step #5: void coopMatLoadTensorNV(inout coopmat m, volatile coherent nontemporal uint8_t[] buf, uint element, tensorLayoutNV t, tensorViewNV v, __function f); Step #5: void coopMatLoadTensorNV(inout coopmat m, volatile coherent nontemporal uint8_t[] buf, uint element, tensorLayoutNV t, __function f, __function g); Step #5: void coopMatLoadTensorNV(inout coopmat m, volatile coherent nontemporal uint8_t[] buf, uint element, tensorLayoutNV t, tensorViewNV v, __function f, __function g); Step #5: void coopMatStoreTensorNV(coopmat m, volatile coherent nontemporal uint8_t[] buf, uint element, tensorLayoutNV t); Step #5: void coopMatStoreTensorNV(coopmat m, volatile coherent nontemporal uint8_t[] buf, uint element, tensorLayoutNV t, tensorViewNV v); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal float[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal float[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal vec2[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal vec2[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal vec4[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal vec4[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal float16_t[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal float16_t[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal f16vec2[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal f16vec2[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal f16vec4[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal f16vec4[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal bfloat16_t[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal bfloat16_t[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal bf16vec2[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal bf16vec2[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal bf16vec4[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal bf16vec4[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal floate5m2_t[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal floate5m2_t[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal fe5m2vec2[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal fe5m2vec2[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal fe5m2vec4[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal fe5m2vec4[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal floate4m3_t[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal floate4m3_t[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal fe4m3vec2[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal fe4m3vec2[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal fe4m3vec4[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal fe4m3vec4[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal double[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal double[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal dvec2[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal dvec2[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal dvec4[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal dvec4[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal int8_t[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal int8_t[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal i8vec2[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal i8vec2[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal i8vec4[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal i8vec4[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal int16_t[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal int16_t[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal i16vec2[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal i16vec2[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal i16vec4[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal i16vec4[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal int[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal int[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal ivec2[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal ivec2[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal ivec4[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal ivec4[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal int64_t[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal int64_t[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal i64vec2[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal i64vec2[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal i64vec4[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal i64vec4[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal uint8_t[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal uint8_t[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal u8vec2[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal u8vec2[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal u8vec4[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal u8vec4[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal uint16_t[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal uint16_t[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal u16vec2[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal u16vec2[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal u16vec4[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal u16vec4[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal uint[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal uint[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal uvec2[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal uvec2[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal uvec4[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal uvec4[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal uint64_t[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal uint64_t[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal u64vec2[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal u64vec2[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatLoad(out coopmat m, volatile coherent nontemporal u64vec4[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatStore(coopmat m, volatile coherent nontemporal u64vec4[] buf, uint64_t element, uint stride, int matrixLayout); Step #5: void coopMatLoadTensorNV(inout coopmat m, volatile coherent nontemporal uint8_t[] buf, uint64_t element, tensorLayoutNV t); Step #5: void coopMatLoadTensorNV(inout coopmat m, volatile coherent nontemporal uint8_t[] buf, uint64_t element, tensorLayoutNV t, tensorViewNV v); Step #5: void coopMatLoadTensorNV(inout coopmat m, volatile coherent nontemporal uint8_t[] buf, uint64_t element, tensorLayoutNV t, __function f); Step #5: void coopMatLoadTensorNV(inout coopmat m, volatile coherent nontemporal uint8_t[] buf, uint64_t element, tensorLayoutNV t, tensorViewNV v, __function f); Step #5: void coopMatLoadTensorNV(inout coopmat m, volatile coherent nontemporal uint8_t[] buf, uint64_t element, tensorLayoutNV t, __function f, __function g); Step #5: void coopMatLoadTensorNV(inout coopmat m, volatile coherent nontemporal uint8_t[] buf, uint64_t element, tensorLayoutNV t, tensorViewNV v, __function f, __function g); Step #5: void coopMatStoreTensorNV(coopmat m, volatile coherent nontemporal uint8_t[] buf, uint64_t element, tensorLayoutNV t); Step #5: void coopMatStoreTensorNV(coopmat m, volatile coherent nontemporal uint8_t[] buf, uint64_t element, tensorLayoutNV t, tensorViewNV v); Step #5: coopmat coopMatMulAdd(coopmat A, coopmat B, coopmat C); Step #5: coopmat coopMatMulAdd(coopmat A, coopmat B, coopmat C, int matrixOperands); Step #5: const int gl_MatrixUseA = 0; Step #5: const int gl_MatrixUseB = 1; Step #5: const int gl_MatrixUseAccumulator = 2; Step #5: const int gl_MatrixOperandsSaturatingAccumulation = 0x10; Step #5: const int gl_CooperativeMatrixLayoutRowMajor = 0; Step #5: const int gl_CooperativeMatrixLayoutColumnMajor = 1; Step #5: const int gl_CooperativeMatrixLayoutRowBlockedInterleavedARM = 4202; Step #5: const int gl_CooperativeMatrixLayoutColumnBlockedInterleavedARM = 4203; Step #5: Step #5: void coopMatTransposeNV(out coopmat, coopmat);void coopMatReduceNV(out coopmat, coopmat, int, __function);void coopMatPerElementNV();const int gl_CooperativeMatrixReduceRowNV = 0x1; Step #5: const int gl_CooperativeMatrixReduceColumnNV = 0x2; Step #5: const int gl_CooperativeMatrixReduceRowAndColumnNV = 0x3; Step #5: const int gl_CooperativeMatrixReduce2x2NV = 0x4; Step #5: Step #5: const int gl_CooperativeMatrixClampModeUndefinedNV = 0x0; Step #5: const int gl_CooperativeMatrixClampModeConstantNV = 0x1; Step #5: const int gl_CooperativeMatrixClampModeClampToEdgeNV = 0x2; Step #5: const int gl_CooperativeMatrixClampModeRepeatNV = 0x3; Step #5: const int gl_CooperativeMatrixClampModeMirrorRepeatNV = 0x4; Step #5: Step #5: void bitcastQCOM(uint32_t SrcArr[], uint32_t DstArr[]); Step #5: void bitcastQCOM(uint32_t SrcArr[], uint DstArr[]); Step #5: void bitcastQCOM(uint32_t SrcArr[], int32_t DstArr[]); Step #5: void bitcastQCOM(uint32_t SrcArr[], int DstArr[]); Step #5: void bitcastQCOM(uint32_t SrcArr[], float32_t DstArr[]); Step #5: void bitcastQCOM(uint32_t SrcArr[], float DstArr[]); Step #5: void bitcastQCOM(uint32_t SrcArr[], float16_t DstArr[]); Step #5: void bitcastQCOM(uint SrcArr[], uint32_t DstArr[]); Step #5: void bitcastQCOM(uint SrcArr[], uint DstArr[]); Step #5: void bitcastQCOM(uint SrcArr[], int32_t DstArr[]); Step #5: void bitcastQCOM(uint SrcArr[], int DstArr[]); Step #5: void bitcastQCOM(uint SrcArr[], float32_t DstArr[]); Step #5: void bitcastQCOM(uint SrcArr[], float DstArr[]); Step #5: void bitcastQCOM(uint SrcArr[], float16_t DstArr[]); Step #5: void bitcastQCOM(int32_t SrcArr[], uint32_t DstArr[]); Step #5: void bitcastQCOM(int32_t SrcArr[], uint DstArr[]); Step #5: void bitcastQCOM(int32_t SrcArr[], int32_t DstArr[]); Step #5: void bitcastQCOM(int32_t SrcArr[], int DstArr[]); Step #5: void bitcastQCOM(int32_t SrcArr[], float32_t DstArr[]); Step #5: void bitcastQCOM(int32_t SrcArr[], float DstArr[]); Step #5: void bitcastQCOM(int32_t SrcArr[], float16_t DstArr[]); Step #5: void bitcastQCOM(int SrcArr[], uint32_t DstArr[]); Step #5: void bitcastQCOM(int SrcArr[], uint DstArr[]); Step #5: void bitcastQCOM(int SrcArr[], int32_t DstArr[]); Step #5: void bitcastQCOM(int SrcArr[], int DstArr[]); Step #5: void bitcastQCOM(int SrcArr[], float32_t DstArr[]); Step #5: void bitcastQCOM(int SrcArr[], float DstArr[]); Step #5: void bitcastQCOM(int SrcArr[], float16_t DstArr[]); Step #5: void bitcastQCOM(float32_t SrcArr[], uint32_t DstArr[]); Step #5: void bitcastQCOM(float32_t SrcArr[], uint DstArr[]); Step #5: void bitcastQCOM(float32_t SrcArr[], int32_t DstArr[]); Step #5: void bitcastQCOM(float32_t SrcArr[], int DstArr[]); Step #5: void bitcastQCOM(float32_t SrcArr[], float32_t DstArr[]); Step #5: void bitcastQCOM(float32_t SrcArr[], float DstArr[]); Step #5: void bitcastQCOM(float32_t SrcArr[], float16_t DstArr[]); Step #5: void bitcastQCOM(float SrcArr[], uint32_t DstArr[]); Step #5: void bitcastQCOM(float SrcArr[], uint DstArr[]); Step #5: void bitcastQCOM(float SrcArr[], int32_t DstArr[]); Step #5: void bitcastQCOM(float SrcArr[], int DstArr[]); Step #5: void bitcastQCOM(float SrcArr[], float32_t DstArr[]); Step #5: void bitcastQCOM(float SrcArr[], float DstArr[]); Step #5: void bitcastQCOM(float SrcArr[], float16_t DstArr[]); Step #5: void bitcastQCOM(float16_t SrcArr[], uint32_t DstArr[]); Step #5: void bitcastQCOM(float16_t SrcArr[], uint DstArr[]); Step #5: void bitcastQCOM(float16_t SrcArr[], int32_t DstArr[]); Step #5: void bitcastQCOM(float16_t SrcArr[], int DstArr[]); Step #5: void bitcastQCOM(float16_t SrcArr[], float32_t DstArr[]); Step #5: void bitcastQCOM(float16_t SrcArr[], float DstArr[]); Step #5: void bitcastQCOM(float16_t SrcArr[], float16_t DstArr[]); Step #5: Step #5: void vectorToCoopmatQCOM(float32_t SrcVec[], coopmat CM); Step #5: void coopmatToVectorQCOM(coopmat CM, float32_t Dstvec[]); Step #5: void vectorToCoopmatQCOM(float16_t SrcVec[], coopmat CM); Step #5: void coopmatToVectorQCOM(coopmat CM, float16_t Dstvec[]); Step #5: void vectorToCoopmatQCOM(int8_t SrcVec[], coopmat CM); Step #5: void coopmatToVectorQCOM(coopmat CM, int8_t Dstvec[]); Step #5: void vectorToCoopmatQCOM(uint8_t SrcVec[], coopmat CM); Step #5: void coopmatToVectorQCOM(coopmat CM, uint8_t Dstvec[]); Step #5: void vectorToCoopmatQCOM(uint32_t SrcVec[], coopmat CM); Step #5: void coopmatToVectorQCOM(coopmat CM, uint32_t Dstvec[]); Step #5: void vectorToCoopmatQCOM(uint SrcVec[], coopmat CM); Step #5: void coopmatToVectorQCOM(coopmat CM, uint Dstvec[]); Step #5: void vectorToCoopmatQCOM(int32_t SrcVec[], coopmat CM); Step #5: void coopmatToVectorQCOM(coopmat CM, int32_t Dstvec[]); Step #5: void vectorToCoopmatQCOM(int SrcVec[], coopmat CM); Step #5: void coopmatToVectorQCOM(coopmat CM, int Dstvec[]); Step #5: void extractSubArrayQCOM(uint32_t arr[], uint index, uint32_t subarr[]); Step #5: void extractSubArrayQCOM(uint arr[], uint index, uint subarr[]); Step #5: void extractSubArrayQCOM(int32_t arr[], uint index, int32_t subarr[]); Step #5: void extractSubArrayQCOM(int arr[], uint index, int subarr[]); Step #5: void extractSubArrayQCOM(float32_t arr[], uint index, float32_t subarr[]); Step #5: void extractSubArrayQCOM(float arr[], uint index, float subarr[]); Step #5: void extractSubArrayQCOM(float16_t arr[], uint index, float16_t subarr[]); Step #5: tensorLayoutNV createTensorLayoutNV(uint Dim); Step #5: tensorLayoutNV createTensorLayoutNV(uint Dim, uint Mode); Step #5: tensorLayoutNV setTensorLayoutBlockSizeNV(tensorLayoutNV t, uint blockSize0); Step #5: tensorLayoutNV setTensorLayoutBlockSizeNV(tensorLayoutNV t, uint blockSize0, uint blockSize1); Step #5: tensorLayoutNV setTensorLayoutBlockSizeNV(tensorLayoutNV t, uint blockSize0, uint blockSize1, uint blockSize2); Step #5: tensorLayoutNV setTensorLayoutBlockSizeNV(tensorLayoutNV t, uint blockSize0, uint blockSize1, uint blockSize2, uint blockSize3); Step #5: tensorLayoutNV setTensorLayoutBlockSizeNV(tensorLayoutNV t, uint blockSize0, uint blockSize1, uint blockSize2, uint blockSize3, uint blockSize4); Step #5: tensorLayoutNV setTensorLayoutDimensionNV(tensorLayoutNV t, uint dim0); Step #5: tensorLayoutNV setTensorLayoutDimensionNV(tensorLayoutNV t, uint dim0, uint dim1); Step #5: tensorLayoutNV setTensorLayoutDimensionNV(tensorLayoutNV t, uint dim0, uint dim1, uint dim2); Step #5: tensorLayoutNV setTensorLayoutDimensionNV(tensorLayoutNV t, uint dim0, uint dim1, uint dim2, uint dim3); Step #5: tensorLayoutNV setTensorLayoutDimensionNV(tensorLayoutNV t, uint dim0, uint dim1, uint dim2, uint dim3, uint dim4); Step #5: tensorLayoutNV setTensorLayoutStrideNV(tensorLayoutNV t, uint stride0); Step #5: tensorLayoutNV setTensorLayoutStrideNV(tensorLayoutNV t, uint stride0, uint stride1); Step #5: tensorLayoutNV setTensorLayoutStrideNV(tensorLayoutNV t, uint stride0, uint stride1, uint stride2); Step #5: tensorLayoutNV setTensorLayoutStrideNV(tensorLayoutNV t, uint stride0, uint stride1, uint stride2, uint stride3); Step #5: tensorLayoutNV setTensorLayoutStrideNV(tensorLayoutNV t, uint stride0, uint stride1, uint stride2, uint stride3, uint stride4); Step #5: tensorLayoutNV sliceTensorLayoutNV(tensorLayoutNV t, uint offset0, uint span0); Step #5: tensorLayoutNV sliceTensorLayoutNV(tensorLayoutNV t, uint offset0, uint span0, uint offset1, uint span1); Step #5: tensorLayoutNV sliceTensorLayoutNV(tensorLayoutNV t, uint offset0, uint span0, uint offset1, uint span1, uint offset2, uint span2); Step #5: tensorLayoutNV sliceTensorLayoutNV(tensorLayoutNV t, uint offset0, uint span0, uint offset1, uint span1, uint offset2, uint span2, uint offset3, uint span3); Step #5: tensorLayoutNV sliceTensorLayoutNV(tensorLayoutNV t, uint offset0, uint span0, uint offset1, uint span1, uint offset2, uint span2, uint offset3, uint span3, uint offset4, uint span4); Step #5: tensorLayoutNV setTensorLayoutClampValueNV(tensorLayoutNV t, uint value); Step #5: tensorViewNV createTensorViewNV(uint Dim); Step #5: tensorViewNV createTensorViewNV(uint Dim, bool HasDimensions); Step #5: tensorViewNV createTensorViewNV(uint Dim, bool HasDimensions, uint p0); Step #5: tensorViewNV createTensorViewNV(uint Dim, bool HasDimensions, uint p0, uint p1); Step #5: tensorViewNV createTensorViewNV(uint Dim, bool HasDimensions, uint p0, uint p1, uint p2); Step #5: tensorViewNV createTensorViewNV(uint Dim, bool HasDimensions, uint p0, uint p1, uint p2, uint p3); Step #5: tensorViewNV createTensorViewNV(uint Dim, bool HasDimensions, uint p0, uint p1, uint p2, uint p3, uint p4); Step #5: tensorViewNV setTensorViewDimensionsNV(tensorViewNV v, uint dim0); Step #5: tensorViewNV setTensorViewDimensionsNV(tensorViewNV v, uint dim0, uint dim1); Step #5: tensorViewNV setTensorViewDimensionsNV(tensorViewNV v, uint dim0, uint dim1, uint dim2); Step #5: tensorViewNV setTensorViewDimensionsNV(tensorViewNV v, uint dim0, uint dim1, uint dim2, uint dim3); Step #5: tensorViewNV setTensorViewDimensionsNV(tensorViewNV v, uint dim0, uint dim1, uint dim2, uint dim3, uint dim4); Step #5: tensorViewNV setTensorViewStrideNV(tensorViewNV v, uint stride0); Step #5: tensorViewNV setTensorViewStrideNV(tensorViewNV v, uint stride0, uint stride1); Step #5: tensorViewNV setTensorViewStrideNV(tensorViewNV v, uint stride0, uint stride1, uint stride2); Step #5: tensorViewNV setTensorViewStrideNV(tensorViewNV v, uint stride0, uint stride1, uint stride2, uint stride3); Step #5: tensorViewNV setTensorViewStrideNV(tensorViewNV v, uint stride0, uint stride1, uint stride2, uint stride3, uint stride4); Step #5: tensorViewNV setTensorViewClipNV(tensorViewNV v, uint clipRowOffset, uint clipRowSpan, uint clipColOffset, uint clipColSpan); Step #5: Step #5: void tensorReadARM(readonly tensorARM t, uint coords[], out bool data, uint tensorOperands = 0U, ...); Step #5: void tensorWriteARM(writeonly tensorARM t, uint coords[], bool data, uint tensorOperands = 0U, ...); Step #5: void tensorReadARM(readonly tensorARM t, uint coords[], bool data[], uint tensorOperands = 0U, ...); Step #5: void tensorWriteARM(writeonly tensorARM t, uint coords[], bool data[], uint tensorOperands = 0U, ...); Step #5: void tensorReadARM(readonly tensorARM t, uint coords[], out int8_t data, uint tensorOperands = 0U, ...); Step #5: void tensorWriteARM(writeonly tensorARM t, uint coords[], int8_t data, uint tensorOperands = 0U, ...); Step #5: void tensorReadARM(readonly tensorARM t, uint coords[], int8_t data[], uint tensorOperands = 0U, ...); Step #5: void tensorWriteARM(writeonly tensorARM t, uint coords[], int8_t data[], uint tensorOperands = 0U, ...); Step #5: void tensorReadARM(readonly tensorARM t, uint coords[], out int16_t data, uint tensorOperands = 0U, ...); Step #5: void tensorWriteARM(writeonly tensorARM t, uint coords[], int16_t data, uint tensorOperands = 0U, ...); Step #5: void tensorReadARM(readonly tensorARM t, uint coords[], int16_t data[], uint tensorOperands = 0U, ...); Step #5: void tensorWriteARM(writeonly tensorARM t, uint coords[], int16_t data[], uint tensorOperands = 0U, ...); Step #5: void tensorReadARM(readonly tensorARM t, uint coords[], out int32_t data, uint tensorOperands = 0U, ...); Step #5: void tensorWriteARM(writeonly tensorARM t, uint coords[], int32_t data, uint tensorOperands = 0U, ...); Step #5: void tensorReadARM(readonly tensorARM t, uint coords[], int32_t data[], uint tensorOperands = 0U, ...); Step #5: void tensorWriteARM(writeonly tensorARM t, uint coords[], int32_t data[], uint tensorOperands = 0U, ...); Step #5: void tensorReadARM(readonly tensorARM t, uint coords[], out int64_t data, uint tensorOperands = 0U, ...); Step #5: void tensorWriteARM(writeonly tensorARM t, uint coords[], int64_t data, uint tensorOperands = 0U, ...); Step #5: void tensorReadARM(readonly tensorARM t, uint coords[], int64_t data[], uint tensorOperands = 0U, ...); Step #5: void tensorWriteARM(writeonly tensorARM t, uint coords[], int64_t data[], uint tensorOperands = 0U, ...); Step #5: void tensorReadARM(readonly tensorARM t, uint coords[], out uint8_t data, uint tensorOperands = 0U, ...); Step #5: void tensorWriteARM(writeonly tensorARM t, uint coords[], uint8_t data, uint tensorOperands = 0U, ...); Step #5: void tensorReadARM(readonly tensorARM t, uint coords[], uint8_t data[], uint tensorOperands = 0U, ...); Step #5: void tensorWriteARM(writeonly tensorARM t, uint coords[], uint8_t data[], uint tensorOperands = 0U, ...); Step #5: void tensorReadARM(readonly tensorARM t, uint coords[], out uint16_t data, uint tensorOperands = 0U, ...); Step #5: void tensorWriteARM(writeonly tensorARM t, uint coords[], uint16_t data, uint tensorOperands = 0U, ...); Step #5: void tensorReadARM(readonly tensorARM t, uint coords[], uint16_t data[], uint tensorOperands = 0U, ...); Step #5: void tensorWriteARM(writeonly tensorARM t, uint coords[], uint16_t data[], uint tensorOperands = 0U, ...); Step #5: void tensorReadARM(readonly tensorARM t, uint coords[], out uint32_t data, uint tensorOperands = 0U, ...); Step #5: void tensorWriteARM(writeonly tensorARM t, uint coords[], uint32_t data, uint tensorOperands = 0U, ...); Step #5: void tensorReadARM(readonly tensorARM t, uint coords[], uint32_t data[], uint tensorOperands = 0U, ...); Step #5: void tensorWriteARM(writeonly tensorARM t, uint coords[], uint32_t data[], uint tensorOperands = 0U, ...); Step #5: void tensorReadARM(readonly tensorARM t, uint coords[], out uint64_t data, uint tensorOperands = 0U, ...); Step #5: void tensorWriteARM(writeonly tensorARM t, uint coords[], uint64_t data, uint tensorOperands = 0U, ...); Step #5: void tensorReadARM(readonly tensorARM t, uint coords[], uint64_t data[], uint tensorOperands = 0U, ...); Step #5: void tensorWriteARM(writeonly tensorARM t, uint coords[], uint64_t data[], uint tensorOperands = 0U, ...); Step #5: void tensorReadARM(readonly tensorARM t, uint coords[], out float16_t data, uint tensorOperands = 0U, ...); Step #5: void tensorWriteARM(writeonly tensorARM t, uint coords[], float16_t data, uint tensorOperands = 0U, ...); Step #5: void tensorReadARM(readonly tensorARM t, uint coords[], float16_t data[], uint tensorOperands = 0U, ...); Step #5: void tensorWriteARM(writeonly tensorARM t, uint coords[], float16_t data[], uint tensorOperands = 0U, ...); Step #5: void tensorReadARM(readonly tensorARM t, uint coords[], out float32_t data, uint tensorOperands = 0U, ...); Step #5: void tensorWriteARM(writeonly tensorARM t, uint coords[], float32_t data, uint tensorOperands = 0U, ...); Step #5: void tensorReadARM(readonly tensorARM t, uint coords[], float32_t data[], uint tensorOperands = 0U, ...); Step #5: void tensorWriteARM(writeonly tensorARM t, uint coords[], float32_t data[], uint tensorOperands = 0U, ...); Step #5: void tensorReadARM(readonly tensorARM t, uint coords[], out float64_t data, uint tensorOperands = 0U, ...); Step #5: void tensorWriteARM(writeonly tensorARM t, uint coords[], float64_t data, uint tensorOperands = 0U, ...); Step #5: void tensorReadARM(readonly tensorARM t, uint coords[], float64_t data[], uint tensorOperands = 0U, ...); Step #5: void tensorWriteARM(writeonly tensorARM t, uint coords[], float64_t data[], uint tensorOperands = 0U, ...); Step #5: void tensorReadARM(readonly tensorARM t, uint coords[], out bfloat16_t data, uint tensorOperands = 0U, ...); Step #5: void tensorWriteARM(writeonly tensorARM t, uint coords[], bfloat16_t data, uint tensorOperands = 0U, ...); Step #5: void tensorReadARM(readonly tensorARM t, uint coords[], bfloat16_t data[], uint tensorOperands = 0U, ...); Step #5: void tensorWriteARM(writeonly tensorARM t, uint coords[], bfloat16_t data[], uint tensorOperands = 0U, ...); Step #5: void tensorReadARM(readonly tensorARM t, uint coords[], out floate5m2_t data, uint tensorOperands = 0U, ...); Step #5: void tensorWriteARM(writeonly tensorARM t, uint coords[], floate5m2_t data, uint tensorOperands = 0U, ...); Step #5: void tensorReadARM(readonly tensorARM t, uint coords[], floate5m2_t data[], uint tensorOperands = 0U, ...); Step #5: void tensorWriteARM(writeonly tensorARM t, uint coords[], floate5m2_t data[], uint tensorOperands = 0U, ...); Step #5: void tensorReadARM(readonly tensorARM t, uint coords[], out floate4m3_t data, uint tensorOperands = 0U, ...); Step #5: void tensorWriteARM(writeonly tensorARM t, uint coords[], floate4m3_t data, uint tensorOperands = 0U, ...); Step #5: void tensorReadARM(readonly tensorARM t, uint coords[], floate4m3_t data[], uint tensorOperands = 0U, ...); Step #5: void tensorWriteARM(writeonly tensorARM t, uint coords[], floate4m3_t data[], uint tensorOperands = 0U, ...); Step #5: uint tensorSizeARM(readonly writeonly tensorARM t, uint dim); Step #5: void coopVecMatMulNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int8_t[] matrix, uint matrixOffset, int matrixInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int8_t[] matrix, uint matrixOffset, int matrixInterpretation, int8_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int8_t[] matrix, uint matrixOffset, int matrixInterpretation, int16_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int8_t[] matrix, uint matrixOffset, int matrixInterpretation, int32_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int8_t[] matrix, uint matrixOffset, int matrixInterpretation, int64_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int8_t[] matrix, uint matrixOffset, int matrixInterpretation, uint8_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int8_t[] matrix, uint matrixOffset, int matrixInterpretation, uint16_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int8_t[] matrix, uint matrixOffset, int matrixInterpretation, uint32_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int8_t[] matrix, uint matrixOffset, int matrixInterpretation, uint64_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int8_t[] matrix, uint matrixOffset, int matrixInterpretation, float16_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int8_t[] matrix, uint matrixOffset, int matrixInterpretation, float32_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int8_t[] matrix, uint matrixOffset, int matrixInterpretation, float64_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecOuterProductAccumulateNV(coopvecNV v1, coopvecNV v2, int8_t[] buf, uint offset, uint stride, int matrixLayout, int matrixInterpretation); Step #5: void coopVecReduceSumAccumulateNV(coopvecNV v, int8_t[] buf, uint offset); Step #5: void coopVecMatMulNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int16_t[] matrix, uint matrixOffset, int matrixInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int16_t[] matrix, uint matrixOffset, int matrixInterpretation, int8_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int16_t[] matrix, uint matrixOffset, int matrixInterpretation, int16_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int16_t[] matrix, uint matrixOffset, int matrixInterpretation, int32_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int16_t[] matrix, uint matrixOffset, int matrixInterpretation, int64_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int16_t[] matrix, uint matrixOffset, int matrixInterpretation, uint8_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int16_t[] matrix, uint matrixOffset, int matrixInterpretation, uint16_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int16_t[] matrix, uint matrixOffset, int matrixInterpretation, uint32_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int16_t[] matrix, uint matrixOffset, int matrixInterpretation, uint64_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int16_t[] matrix, uint matrixOffset, int matrixInterpretation, float16_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int16_t[] matrix, uint matrixOffset, int matrixInterpretation, float32_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int16_t[] matrix, uint matrixOffset, int matrixInterpretation, float64_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecOuterProductAccumulateNV(coopvecNV v1, coopvecNV v2, int16_t[] buf, uint offset, uint stride, int matrixLayout, int matrixInterpretation); Step #5: void coopVecReduceSumAccumulateNV(coopvecNV v, int16_t[] buf, uint offset); Step #5: void coopVecMatMulNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int32_t[] matrix, uint matrixOffset, int matrixInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int32_t[] matrix, uint matrixOffset, int matrixInterpretation, int8_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int32_t[] matrix, uint matrixOffset, int matrixInterpretation, int16_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int32_t[] matrix, uint matrixOffset, int matrixInterpretation, int32_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int32_t[] matrix, uint matrixOffset, int matrixInterpretation, int64_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int32_t[] matrix, uint matrixOffset, int matrixInterpretation, uint8_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int32_t[] matrix, uint matrixOffset, int matrixInterpretation, uint16_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int32_t[] matrix, uint matrixOffset, int matrixInterpretation, uint32_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int32_t[] matrix, uint matrixOffset, int matrixInterpretation, uint64_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int32_t[] matrix, uint matrixOffset, int matrixInterpretation, float16_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int32_t[] matrix, uint matrixOffset, int matrixInterpretation, float32_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int32_t[] matrix, uint matrixOffset, int matrixInterpretation, float64_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecOuterProductAccumulateNV(coopvecNV v1, coopvecNV v2, int32_t[] buf, uint offset, uint stride, int matrixLayout, int matrixInterpretation); Step #5: void coopVecReduceSumAccumulateNV(coopvecNV v, int32_t[] buf, uint offset); Step #5: void coopVecMatMulNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int64_t[] matrix, uint matrixOffset, int matrixInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int64_t[] matrix, uint matrixOffset, int matrixInterpretation, int8_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int64_t[] matrix, uint matrixOffset, int matrixInterpretation, int16_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int64_t[] matrix, uint matrixOffset, int matrixInterpretation, int32_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int64_t[] matrix, uint matrixOffset, int matrixInterpretation, int64_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int64_t[] matrix, uint matrixOffset, int matrixInterpretation, uint8_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int64_t[] matrix, uint matrixOffset, int matrixInterpretation, uint16_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int64_t[] matrix, uint matrixOffset, int matrixInterpretation, uint32_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int64_t[] matrix, uint matrixOffset, int matrixInterpretation, uint64_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int64_t[] matrix, uint matrixOffset, int matrixInterpretation, float16_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int64_t[] matrix, uint matrixOffset, int matrixInterpretation, float32_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int64_t[] matrix, uint matrixOffset, int matrixInterpretation, float64_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecOuterProductAccumulateNV(coopvecNV v1, coopvecNV v2, int64_t[] buf, uint offset, uint stride, int matrixLayout, int matrixInterpretation); Step #5: void coopVecReduceSumAccumulateNV(coopvecNV v, int64_t[] buf, uint offset); Step #5: void coopVecMatMulNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint8_t[] matrix, uint matrixOffset, int matrixInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint8_t[] matrix, uint matrixOffset, int matrixInterpretation, int8_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint8_t[] matrix, uint matrixOffset, int matrixInterpretation, int16_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint8_t[] matrix, uint matrixOffset, int matrixInterpretation, int32_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint8_t[] matrix, uint matrixOffset, int matrixInterpretation, int64_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint8_t[] matrix, uint matrixOffset, int matrixInterpretation, uint8_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint8_t[] matrix, uint matrixOffset, int matrixInterpretation, uint16_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint8_t[] matrix, uint matrixOffset, int matrixInterpretation, uint32_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint8_t[] matrix, uint matrixOffset, int matrixInterpretation, uint64_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint8_t[] matrix, uint matrixOffset, int matrixInterpretation, float16_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint8_t[] matrix, uint matrixOffset, int matrixInterpretation, float32_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint8_t[] matrix, uint matrixOffset, int matrixInterpretation, float64_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecOuterProductAccumulateNV(coopvecNV v1, coopvecNV v2, uint8_t[] buf, uint offset, uint stride, int matrixLayout, int matrixInterpretation); Step #5: void coopVecReduceSumAccumulateNV(coopvecNV v, uint8_t[] buf, uint offset); Step #5: void coopVecMatMulNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint16_t[] matrix, uint matrixOffset, int matrixInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint16_t[] matrix, uint matrixOffset, int matrixInterpretation, int8_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint16_t[] matrix, uint matrixOffset, int matrixInterpretation, int16_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint16_t[] matrix, uint matrixOffset, int matrixInterpretation, int32_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint16_t[] matrix, uint matrixOffset, int matrixInterpretation, int64_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint16_t[] matrix, uint matrixOffset, int matrixInterpretation, uint8_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint16_t[] matrix, uint matrixOffset, int matrixInterpretation, uint16_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint16_t[] matrix, uint matrixOffset, int matrixInterpretation, uint32_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint16_t[] matrix, uint matrixOffset, int matrixInterpretation, uint64_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint16_t[] matrix, uint matrixOffset, int matrixInterpretation, float16_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint16_t[] matrix, uint matrixOffset, int matrixInterpretation, float32_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint16_t[] matrix, uint matrixOffset, int matrixInterpretation, float64_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecOuterProductAccumulateNV(coopvecNV v1, coopvecNV v2, uint16_t[] buf, uint offset, uint stride, int matrixLayout, int matrixInterpretation); Step #5: void coopVecReduceSumAccumulateNV(coopvecNV v, uint16_t[] buf, uint offset); Step #5: void coopVecMatMulNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint32_t[] matrix, uint matrixOffset, int matrixInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint32_t[] matrix, uint matrixOffset, int matrixInterpretation, int8_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint32_t[] matrix, uint matrixOffset, int matrixInterpretation, int16_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint32_t[] matrix, uint matrixOffset, int matrixInterpretation, int32_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint32_t[] matrix, uint matrixOffset, int matrixInterpretation, int64_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint32_t[] matrix, uint matrixOffset, int matrixInterpretation, uint8_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint32_t[] matrix, uint matrixOffset, int matrixInterpretation, uint16_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint32_t[] matrix, uint matrixOffset, int matrixInterpretation, uint32_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint32_t[] matrix, uint matrixOffset, int matrixInterpretation, uint64_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint32_t[] matrix, uint matrixOffset, int matrixInterpretation, float16_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint32_t[] matrix, uint matrixOffset, int matrixInterpretation, float32_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint32_t[] matrix, uint matrixOffset, int matrixInterpretation, float64_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecOuterProductAccumulateNV(coopvecNV v1, coopvecNV v2, uint32_t[] buf, uint offset, uint stride, int matrixLayout, int matrixInterpretation); Step #5: void coopVecReduceSumAccumulateNV(coopvecNV v, uint32_t[] buf, uint offset); Step #5: void coopVecMatMulNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint64_t[] matrix, uint matrixOffset, int matrixInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint64_t[] matrix, uint matrixOffset, int matrixInterpretation, int8_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint64_t[] matrix, uint matrixOffset, int matrixInterpretation, int16_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint64_t[] matrix, uint matrixOffset, int matrixInterpretation, int32_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint64_t[] matrix, uint matrixOffset, int matrixInterpretation, int64_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint64_t[] matrix, uint matrixOffset, int matrixInterpretation, uint8_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint64_t[] matrix, uint matrixOffset, int matrixInterpretation, uint16_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint64_t[] matrix, uint matrixOffset, int matrixInterpretation, uint32_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint64_t[] matrix, uint matrixOffset, int matrixInterpretation, uint64_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint64_t[] matrix, uint matrixOffset, int matrixInterpretation, float16_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint64_t[] matrix, uint matrixOffset, int matrixInterpretation, float32_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint64_t[] matrix, uint matrixOffset, int matrixInterpretation, float64_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecOuterProductAccumulateNV(coopvecNV v1, coopvecNV v2, uint64_t[] buf, uint offset, uint stride, int matrixLayout, int matrixInterpretation); Step #5: void coopVecReduceSumAccumulateNV(coopvecNV v, uint64_t[] buf, uint offset); Step #5: void coopVecMatMulNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float16_t[] matrix, uint matrixOffset, int matrixInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float16_t[] matrix, uint matrixOffset, int matrixInterpretation, int8_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float16_t[] matrix, uint matrixOffset, int matrixInterpretation, int16_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float16_t[] matrix, uint matrixOffset, int matrixInterpretation, int32_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float16_t[] matrix, uint matrixOffset, int matrixInterpretation, int64_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float16_t[] matrix, uint matrixOffset, int matrixInterpretation, uint8_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float16_t[] matrix, uint matrixOffset, int matrixInterpretation, uint16_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float16_t[] matrix, uint matrixOffset, int matrixInterpretation, uint32_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float16_t[] matrix, uint matrixOffset, int matrixInterpretation, uint64_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float16_t[] matrix, uint matrixOffset, int matrixInterpretation, float16_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float16_t[] matrix, uint matrixOffset, int matrixInterpretation, float32_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float16_t[] matrix, uint matrixOffset, int matrixInterpretation, float64_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecOuterProductAccumulateNV(coopvecNV v1, coopvecNV v2, float16_t[] buf, uint offset, uint stride, int matrixLayout, int matrixInterpretation); Step #5: void coopVecReduceSumAccumulateNV(coopvecNV v, float16_t[] buf, uint offset); Step #5: void coopVecMatMulNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float32_t[] matrix, uint matrixOffset, int matrixInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float32_t[] matrix, uint matrixOffset, int matrixInterpretation, int8_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float32_t[] matrix, uint matrixOffset, int matrixInterpretation, int16_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float32_t[] matrix, uint matrixOffset, int matrixInterpretation, int32_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float32_t[] matrix, uint matrixOffset, int matrixInterpretation, int64_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float32_t[] matrix, uint matrixOffset, int matrixInterpretation, uint8_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float32_t[] matrix, uint matrixOffset, int matrixInterpretation, uint16_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float32_t[] matrix, uint matrixOffset, int matrixInterpretation, uint32_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float32_t[] matrix, uint matrixOffset, int matrixInterpretation, uint64_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float32_t[] matrix, uint matrixOffset, int matrixInterpretation, float16_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float32_t[] matrix, uint matrixOffset, int matrixInterpretation, float32_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float32_t[] matrix, uint matrixOffset, int matrixInterpretation, float64_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecOuterProductAccumulateNV(coopvecNV v1, coopvecNV v2, float32_t[] buf, uint offset, uint stride, int matrixLayout, int matrixInterpretation); Step #5: void coopVecReduceSumAccumulateNV(coopvecNV v, float32_t[] buf, uint offset); Step #5: void coopVecMatMulNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float64_t[] matrix, uint matrixOffset, int matrixInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float64_t[] matrix, uint matrixOffset, int matrixInterpretation, int8_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float64_t[] matrix, uint matrixOffset, int matrixInterpretation, int16_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float64_t[] matrix, uint matrixOffset, int matrixInterpretation, int32_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float64_t[] matrix, uint matrixOffset, int matrixInterpretation, int64_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float64_t[] matrix, uint matrixOffset, int matrixInterpretation, uint8_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float64_t[] matrix, uint matrixOffset, int matrixInterpretation, uint16_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float64_t[] matrix, uint matrixOffset, int matrixInterpretation, uint32_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float64_t[] matrix, uint matrixOffset, int matrixInterpretation, uint64_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float64_t[] matrix, uint matrixOffset, int matrixInterpretation, float16_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float64_t[] matrix, uint matrixOffset, int matrixInterpretation, float32_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float64_t[] matrix, uint matrixOffset, int matrixInterpretation, float64_t[] bias, uint biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecOuterProductAccumulateNV(coopvecNV v1, coopvecNV v2, float64_t[] buf, uint offset, uint stride, int matrixLayout, int matrixInterpretation); Step #5: void coopVecReduceSumAccumulateNV(coopvecNV v, float64_t[] buf, uint offset); Step #5: void coopVecMatMulNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int8_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int8_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int8_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int8_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int16_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int8_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int32_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int8_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int64_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int8_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint8_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int8_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint16_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int8_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint32_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int8_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint64_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int8_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, float16_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int8_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, float32_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int8_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, float64_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecOuterProductAccumulateNV(coopvecNV v1, coopvecNV v2, int8_t[] buf, uint64_t offset, uint stride, int matrixLayout, int matrixInterpretation); Step #5: void coopVecReduceSumAccumulateNV(coopvecNV v, int8_t[] buf, uint64_t offset); Step #5: void coopVecMatMulNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int16_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int16_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int8_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int16_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int16_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int16_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int32_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int16_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int64_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int16_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint8_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int16_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint16_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int16_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint32_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int16_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint64_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int16_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, float16_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int16_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, float32_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int16_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, float64_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecOuterProductAccumulateNV(coopvecNV v1, coopvecNV v2, int16_t[] buf, uint64_t offset, uint stride, int matrixLayout, int matrixInterpretation); Step #5: void coopVecReduceSumAccumulateNV(coopvecNV v, int16_t[] buf, uint64_t offset); Step #5: void coopVecMatMulNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int32_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int32_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int8_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int32_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int16_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int32_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int32_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int32_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int64_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int32_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint8_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int32_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint16_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int32_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint32_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int32_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint64_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int32_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, float16_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int32_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, float32_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int32_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, float64_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecOuterProductAccumulateNV(coopvecNV v1, coopvecNV v2, int32_t[] buf, uint64_t offset, uint stride, int matrixLayout, int matrixInterpretation); Step #5: void coopVecReduceSumAccumulateNV(coopvecNV v, int32_t[] buf, uint64_t offset); Step #5: void coopVecMatMulNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int64_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int64_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int8_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int64_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int16_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int64_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int32_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int64_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int64_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int64_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint8_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int64_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint16_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int64_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint32_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int64_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint64_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int64_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, float16_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int64_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, float32_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, int64_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, float64_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecOuterProductAccumulateNV(coopvecNV v1, coopvecNV v2, int64_t[] buf, uint64_t offset, uint stride, int matrixLayout, int matrixInterpretation); Step #5: void coopVecReduceSumAccumulateNV(coopvecNV v, int64_t[] buf, uint64_t offset); Step #5: void coopVecMatMulNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint8_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint8_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int8_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint8_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int16_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint8_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int32_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint8_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int64_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint8_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint8_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint8_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint16_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint8_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint32_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint8_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint64_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint8_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, float16_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint8_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, float32_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint8_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, float64_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecOuterProductAccumulateNV(coopvecNV v1, coopvecNV v2, uint8_t[] buf, uint64_t offset, uint stride, int matrixLayout, int matrixInterpretation); Step #5: void coopVecReduceSumAccumulateNV(coopvecNV v, uint8_t[] buf, uint64_t offset); Step #5: void coopVecMatMulNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint16_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint16_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int8_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint16_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int16_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint16_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int32_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint16_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int64_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint16_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint8_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint16_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint16_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint16_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint32_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint16_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint64_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint16_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, float16_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint16_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, float32_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint16_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, float64_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecOuterProductAccumulateNV(coopvecNV v1, coopvecNV v2, uint16_t[] buf, uint64_t offset, uint stride, int matrixLayout, int matrixInterpretation); Step #5: void coopVecReduceSumAccumulateNV(coopvecNV v, uint16_t[] buf, uint64_t offset); Step #5: void coopVecMatMulNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint32_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint32_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int8_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint32_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int16_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint32_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int32_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint32_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int64_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint32_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint8_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint32_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint16_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint32_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint32_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint32_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint64_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint32_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, float16_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint32_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, float32_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint32_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, float64_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecOuterProductAccumulateNV(coopvecNV v1, coopvecNV v2, uint32_t[] buf, uint64_t offset, uint stride, int matrixLayout, int matrixInterpretation); Step #5: void coopVecReduceSumAccumulateNV(coopvecNV v, uint32_t[] buf, uint64_t offset); Step #5: void coopVecMatMulNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint64_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint64_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int8_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint64_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int16_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint64_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int32_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint64_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int64_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint64_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint8_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint64_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint16_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint64_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint32_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint64_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint64_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint64_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, float16_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint64_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, float32_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, uint64_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, float64_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecOuterProductAccumulateNV(coopvecNV v1, coopvecNV v2, uint64_t[] buf, uint64_t offset, uint stride, int matrixLayout, int matrixInterpretation); Step #5: void coopVecReduceSumAccumulateNV(coopvecNV v, uint64_t[] buf, uint64_t offset); Step #5: void coopVecMatMulNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float16_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float16_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int8_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float16_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int16_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float16_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int32_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float16_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int64_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float16_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint8_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float16_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint16_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float16_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint32_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float16_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint64_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float16_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, float16_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float16_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, float32_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float16_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, float64_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecOuterProductAccumulateNV(coopvecNV v1, coopvecNV v2, float16_t[] buf, uint64_t offset, uint stride, int matrixLayout, int matrixInterpretation); Step #5: void coopVecReduceSumAccumulateNV(coopvecNV v, float16_t[] buf, uint64_t offset); Step #5: void coopVecMatMulNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float32_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float32_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int8_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float32_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int16_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float32_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int32_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float32_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int64_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float32_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint8_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float32_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint16_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float32_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint32_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float32_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint64_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float32_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, float16_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float32_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, float32_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float32_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, float64_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecOuterProductAccumulateNV(coopvecNV v1, coopvecNV v2, float32_t[] buf, uint64_t offset, uint stride, int matrixLayout, int matrixInterpretation); Step #5: void coopVecReduceSumAccumulateNV(coopvecNV v, float32_t[] buf, uint64_t offset); Step #5: void coopVecMatMulNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float64_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float64_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int8_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float64_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int16_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float64_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int32_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float64_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, int64_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float64_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint8_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float64_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint16_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float64_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint32_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float64_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, uint64_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float64_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, float16_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float64_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, float32_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecMatMulAddNV(out coopvecNV result, coopvecNV v, int inputInterpretation, float64_t[] matrix, uint64_t matrixOffset, int matrixInterpretation, float64_t[] bias, uint64_t biasOffset, int biasInterpretation, uint M, uint K, int matrixLayout, bool transpose, uint matrixStride); Step #5: void coopVecOuterProductAccumulateNV(coopvecNV v1, coopvecNV v2, float64_t[] buf, uint64_t offset, uint stride, int matrixLayout, int matrixInterpretation); Step #5: void coopVecReduceSumAccumulateNV(coopvecNV v, float64_t[] buf, uint64_t offset); Step #5: coopvecNV fma(coopvecNV, coopvecNV, coopvecNV); Step #5: coopvecNV min(coopvecNV, coopvecNV); Step #5: coopvecNV max(coopvecNV, coopvecNV); Step #5: coopvecNV step(coopvecNV, coopvecNV); Step #5: coopvecNV exp(coopvecNV); Step #5: coopvecNV log(coopvecNV); Step #5: coopvecNV tanh(coopvecNV); Step #5: coopvecNV atan(coopvecNV); Step #5: coopvecNV clamp(coopvecNV, coopvecNV, coopvecNV); Step #5: vector frexp(vector, vector); Step #5: vector ldexp(vector, vector); Step #5: vector fma(vector, vector, vector); Step #5: vector floatBitsToInt(vector); Step #5: vector floatBitsToUint(vector); Step #5: vector intBitsToFloat(vector); Step #5: vector uintBitsToFloat(vector); Step #5: vector doubleBitsToInt64(vector);vector doubleBitsToUint64(vector);vector int64BitsToDouble(vector);vector uint64BitsToDouble(vector);vector bfloat16BitsToIntEXT(vector);vector bfloat16BitsToUintEXT(vector);vector intBitsToBFloat16EXT(vector);vector uintBitsToBFloat16EXT(vector);vector halfBitsToInt16(vector);vector halfBitsToUint16(vector);vector float16BitsToInt16(vector);vector float16BitsToUint16(vector);vector int16BitsToFloat16(vector);vector uint16BitsToFloat16(vector);vector int16BitsToHalf(vector);vector uint16BitsToHalf(vector);vector floate5m2BitsToIntEXT(vector);vector floate5m2BitsToUintEXT(vector);vector intBitsToFloate5m2EXT(vector);vector uintBitsToFloate5m2EXT(vector);vector floate4m3BitsToIntEXT(vector);vector floate4m3BitsToUintEXT(vector);vector intBitsToFloate4m3EXT(vector);vector uintBitsToFloate4m3EXT(vector);vector floatue8m0BitsToIntEXT(vector);vector floatue8m0BitsToUintEXT(vector);vector intBitsToFloatue8m0EXT(vector);vector uintBitsToFloatue8m0EXT(vector);vector floatmxint8BitsToIntEXT(vector);vector floatmxint8BitsToUintEXT(vector);vector intBitsToFloatmxint8EXT(vector);vector uintBitsToFloatmxint8EXT(vector);vector uaddCarry(highp vector, highp vector, out lowp vector carry);vector usubBorrow(highp vector, highp vector, out lowp vector borrow);void umulExtended(highp vector, highp vector, out highp vector, out highp vector);void imulExtended(highp vector, highp vector, out highp vector, out highp vector);vector bitfieldExtract(vector, int, int);vector bitfieldInsert(vector, vector, int, int);vector bitfieldReverse(highp vector);vector bitCount(vector);vector findLSB(vector);vector findMSB(vector);vector mod(vector, double); Step #5: vector min(vector, double); Step #5: vector max(vector, double); Step #5: vector clamp(vector, double, double);vector mix(vector, vector, double);vector step(double, vector);vector smoothstep(double, double, vector);vector refract(vector, vector, double);vector mod(vector, float16_t); Step #5: vector min(vector, float16_t); Step #5: vector max(vector, float16_t); Step #5: vector clamp(vector, float16_t, float16_t);vector mix(vector, vector, float16_t);vector step(float16_t, vector);vector smoothstep(float16_t, float16_t, vector);vector refract(vector, vector, float16_t);vector min(vector, uint64_t); Step #5: vector max(vector, uint64_t); Step #5: vector clamp(vector, uint64_t, uint64_t);vector mix(vector, vector, uint64_t);vector min(vector, int64_t); Step #5: vector max(vector, int64_t); Step #5: vector clamp(vector, int64_t, int64_t);vector mix(vector, vector, int64_t);vector min(vector, uint16_t); Step #5: vector max(vector, uint16_t); Step #5: vector clamp(vector, uint16_t, uint16_t);vector mix(vector, vector, uint16_t);vector min(vector, int16_t); Step #5: vector max(vector, int16_t); Step #5: vector clamp(vector, int16_t, int16_t);vector mix(vector, vector, int16_t);vector min(vector, uint8_t); Step #5: vector max(vector, uint8_t); Step #5: vector clamp(vector, uint8_t, uint8_t);vector mix(vector, vector, uint8_t);vector min(vector, int8_t); Step #5: vector max(vector, int8_t); Step #5: vector clamp(vector, int8_t, int8_t);vector mix(vector, vector, int8_t);vector expectEXT(vector, vector);vector bitcastExtractfe2m1EXT(vector, uint);vector bitcastExtractfe3m2EXT(vector, uint);vector bitcastExtractfe2m3EXT(vector, uint);void coopVecLoadNV(out coopvecNV v, volatile coherent int8_t[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent int8_t[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent int16_t[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent int16_t[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent int32_t[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent int32_t[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent int64_t[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent int64_t[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent uint8_t[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent uint8_t[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent uint16_t[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent uint16_t[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent uint32_t[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent uint32_t[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent uint64_t[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent uint64_t[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent float16_t[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent float16_t[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent float32_t[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent float32_t[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent float64_t[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent float64_t[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent i8vec2[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent i8vec2[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent i16vec2[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent i16vec2[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent i32vec2[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent i32vec2[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent i64vec2[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent i64vec2[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent u8vec2[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent u8vec2[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent u16vec2[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent u16vec2[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent u32vec2[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent u32vec2[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent u64vec2[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent u64vec2[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent f16vec2[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent f16vec2[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent f32vec2[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent f32vec2[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent f64vec2[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent f64vec2[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent i8vec3[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent i8vec3[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent i16vec3[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent i16vec3[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent i32vec3[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent i32vec3[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent i64vec3[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent i64vec3[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent u8vec3[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent u8vec3[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent u16vec3[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent u16vec3[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent u32vec3[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent u32vec3[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent u64vec3[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent u64vec3[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent f16vec3[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent f16vec3[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent f32vec3[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent f32vec3[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent f64vec3[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent f64vec3[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent i8vec4[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent i8vec4[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent i16vec4[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent i16vec4[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent i32vec4[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent i32vec4[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent i64vec4[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent i64vec4[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent u8vec4[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent u8vec4[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent u16vec4[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent u16vec4[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent u32vec4[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent u32vec4[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent u64vec4[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent u64vec4[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent f16vec4[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent f16vec4[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent f32vec4[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent f32vec4[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent f64vec4[] buf, uint offset);void coopVecStoreNV(coopvecNV v, volatile coherent f64vec4[] buf, uint offset);void coopVecLoadNV(out coopvecNV v, volatile coherent int8_t[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent int8_t[] buf, uint64_t offset);void coopVecLoadNV(out coopvecNV v, volatile coherent int16_t[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent int16_t[] buf, uint64_t offset);void coopVecLoadNV(out coopvecNV v, volatile coherent int32_t[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent int32_t[] buf, uint64_t offset);void coopVecLoadNV(out coopvecNV v, volatile coherent int64_t[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent int64_t[] buf, uint64_t offset);void coopVecLoadNV(out coopvecNV v, volatile coherent uint8_t[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent uint8_t[] buf, uint64_t offset);void coopVecLoadNV(out coopvecNV v, volatile coherent uint16_t[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent uint16_t[] buf, uint64_t offset);void coopVecLoadNV(out coopvecNV v, volatile coherent uint32_t[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent uint32_t[] buf, uint64_t offset);void coopVecLoadNV(out coopvecNV v, volatile coherent uint64_t[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent uint64_t[] buf, uint64_t offset);void coopVecLoadNV(out coopvecNV v, volatile coherent float16_t[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent float16_t[] buf, uint64_t offset);void coopVecLoadNV(out coopvecNV v, volatile coherent float32_t[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent float32_t[] buf, uint64_t offset);void coopVecLoadNV(out coopvecNV v, volatile coherent float64_t[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent float64_t[] buf, uint64_t offset);void coopVecLoadNV(out coopvecNV v, volatile coherent i8vec2[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent i8vec2[] buf, uint64_t offset);void coopVecLoadNV(out coopvecNV v, volatile coherent i16vec2[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent i16vec2[] buf, uint64_t offset);void coopVecLoadNV(out coopvecNV v, volatile coherent i32vec2[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent i32vec2[] buf, uint64_t offset);void coopVecLoadNV(out coopvecNV v, volatile coherent i64vec2[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent i64vec2[] buf, uint64_t offset);void coopVecLoadNV(out coopvecNV v, volatile coherent u8vec2[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent u8vec2[] buf, uint64_t offset);void coopVecLoadNV(out coopvecNV v, volatile coherent u16vec2[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent u16vec2[] buf, uint64_t offset);void coopVecLoadNV(out coopvecNV v, volatile coherent u32vec2[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent u32vec2[] buf, uint64_t offset);void coopVecLoadNV(out coopvecNV v, volatile coherent u64vec2[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent u64vec2[] buf, uint64_t offset);void coopVecLoadNV(out coopvecNV v, volatile coherent f16vec2[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent f16vec2[] buf, uint64_t offset);void coopVecLoadNV(out coopvecNV v, volatile coherent f32vec2[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent f32vec2[] buf, uint64_t offset);void coopVecLoadNV(out coopvecNV v, volatile coherent f64vec2[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent f64vec2[] buf, uint64_t offset);void coopVecLoadNV(out coopvecNV v, volatile coherent i8vec3[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent i8vec3[] buf, uint64_t offset);void coopVecLoadNV(out coopvecNV v, volatile coherent i16vec3[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent i16vec3[] buf, uint64_t offset);void coopVecLoadNV(out coopvecNV v, volatile coherent i32vec3[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent i32vec3[] buf, uint64_t offset);void coopVecLoadNV(out coopvecNV v, volatile coherent i64vec3[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent i64vec3[] buf, uint64_t offset);void coopVecLoadNV(out coopvecNV v, volatile coherent u8vec3[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent u8vec3[] buf, uint64_t offset);void coopVecLoadNV(out coopvecNV v, volatile coherent u16vec3[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent u16vec3[] buf, uint64_t offset);void coopVecLoadNV(out coopvecNV v, volatile coherent u32vec3[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent u32vec3[] buf, uint64_t offset);void coopVecLoadNV(out coopvecNV v, volatile coherent u64vec3[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent u64vec3[] buf, uint64_t offset);void coopVecLoadNV(out coopvecNV v, volatile coherent f16vec3[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent f16vec3[] buf, uint64_t offset);void coopVecLoadNV(out coopvecNV v, volatile coherent f32vec3[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent f32vec3[] buf, uint64_t offset);void coopVecLoadNV(out coopvecNV v, volatile coherent f64vec3[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent f64vec3[] buf, uint64_t offset);void coopVecLoadNV(out coopvecNV v, volatile coherent i8vec4[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent i8vec4[] buf, uint64_t offset);void coopVecLoadNV(out coopvecNV v, volatile coherent i16vec4[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent i16vec4[] buf, uint64_t offset);void coopVecLoadNV(out coopvecNV v, volatile coherent i32vec4[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent i32vec4[] buf, uint64_t offset);void coopVecLoadNV(out coopvecNV v, volatile coherent i64vec4[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent i64vec4[] buf, uint64_t offset);void coopVecLoadNV(out coopvecNV v, volatile coherent u8vec4[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent u8vec4[] buf, uint64_t offset);void coopVecLoadNV(out coopvecNV v, volatile coherent u16vec4[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent u16vec4[] buf, uint64_t offset);void coopVecLoadNV(out coopvecNV v, volatile coherent u32vec4[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent u32vec4[] buf, uint64_t offset);void coopVecLoadNV(out coopvecNV v, volatile coherent u64vec4[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent u64vec4[] buf, uint64_t offset);void coopVecLoadNV(out coopvecNV v, volatile coherent f16vec4[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent f16vec4[] buf, uint64_t offset);void coopVecLoadNV(out coopvecNV v, volatile coherent f32vec4[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent f32vec4[] buf, uint64_t offset);void coopVecLoadNV(out coopvecNV v, volatile coherent f64vec4[] buf, uint64_t offset);void coopVecStoreNV(coopvecNV v, volatile coherent f64vec4[] buf, uint64_t offset);const int gl_CooperativeVectorMatrixLayoutRowMajorNV = 0; Step #5: const int gl_CooperativeVectorMatrixLayoutColumnMajorNV = 1; Step #5: const int gl_CooperativeVectorMatrixLayoutInferencingOptimalNV = 2; Step #5: const int gl_CooperativeVectorMatrixLayoutTrainingOptimalNV = 3; Step #5: Step #5: const int gl_ComponentTypeFloat16NV = 0; Step #5: const int gl_ComponentTypeFloat32NV = 1; Step #5: const int gl_ComponentTypeFloat64NV = 2; Step #5: const int gl_ComponentTypeSignedInt8NV = 3; Step #5: const int gl_ComponentTypeSignedInt16NV = 4; Step #5: const int gl_ComponentTypeSignedInt32NV = 5; Step #5: const int gl_ComponentTypeSignedInt64NV = 6; Step #5: const int gl_ComponentTypeUnsignedInt8NV = 7; Step #5: const int gl_ComponentTypeUnsignedInt16NV = 8; Step #5: const int gl_ComponentTypeUnsignedInt32NV = 9; Step #5: const int gl_ComponentTypeUnsignedInt64NV = 10; Step #5: const int gl_ComponentTypeSignedInt8PackedNV = 1000491000; Step #5: const int gl_ComponentTypeUnsignedInt8PackedNV = 1000491001; Step #5: const int gl_ComponentTypeFloatE4M3NV = 1000491002; Step #5: const int gl_ComponentTypeFloatE5M2NV = 1000491003; Step #5: Step #5: uvec2 clock2x32ARB();uint64_t clockARB();uvec2 clockRealtime2x32EXT();uint64_t clockRealtimeEXT(); Step #5: void rayQueryInitializeEXT(rayQueryEXT, accelerationStructureEXT, uint, uint, vec3, float, vec3, float);void rayQueryTerminateEXT(rayQueryEXT);void rayQueryGenerateIntersectionEXT(rayQueryEXT, float);void rayQueryConfirmIntersectionEXT(rayQueryEXT);bool rayQueryProceedEXT(rayQueryEXT);uint rayQueryGetIntersectionTypeEXT(rayQueryEXT, bool);float rayQueryGetRayTMinEXT(rayQueryEXT);uint rayQueryGetRayFlagsEXT(rayQueryEXT);vec3 rayQueryGetWorldRayOriginEXT(rayQueryEXT);vec3 rayQueryGetWorldRayDirectionEXT(rayQueryEXT);float rayQueryGetIntersectionTEXT(rayQueryEXT, bool);int rayQueryGetIntersectionInstanceCustomIndexEXT(rayQueryEXT, bool);int rayQueryGetIntersectionInstanceIdEXT(rayQueryEXT, bool);uint rayQueryGetIntersectionInstanceShaderBindingTableRecordOffsetEXT(rayQueryEXT, bool);int rayQueryGetIntersectionGeometryIndexEXT(rayQueryEXT, bool);int rayQueryGetIntersectionPrimitiveIndexEXT(rayQueryEXT, bool);vec2 rayQueryGetIntersectionBarycentricsEXT(rayQueryEXT, bool);bool rayQueryGetIntersectionFrontFaceEXT(rayQueryEXT, bool);bool rayQueryGetIntersectionCandidateAABBOpaqueEXT(rayQueryEXT);vec3 rayQueryGetIntersectionObjectRayDirectionEXT(rayQueryEXT, bool);vec3 rayQueryGetIntersectionObjectRayOriginEXT(rayQueryEXT, bool);mat4x3 rayQueryGetIntersectionObjectToWorldEXT(rayQueryEXT, bool);mat4x3 rayQueryGetIntersectionWorldToObjectEXT(rayQueryEXT, bool);void rayQueryGetIntersectionTriangleVertexPositionsEXT(rayQueryEXT, bool, out vec3[3]);int rayQueryGetIntersectionClusterIdNV(rayQueryEXT, bool);vec3 rayQueryGetIntersectionSpherePositionNV(rayQueryEXT, bool);float rayQueryGetIntersectionSphereRadiusNV(rayQueryEXT, bool);float rayQueryGetIntersectionLSSHitValueNV(rayQueryEXT, bool);void rayQueryGetIntersectionLSSPositionsNV(rayQueryEXT, bool, out vec3[2]);void rayQueryGetIntersectionLSSRadiiNV(rayQueryEXT, bool, out float[2]);bool rayQueryIsSphereHitNV(rayQueryEXT, bool);bool rayQueryIsLSSHitNV(rayQueryEXT, bool); 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: int textureSize(sampler1D,int); Step #5: int textureQueryLevels(sampler1D); Step #5: vec4 texture(sampler1D,float); Step #5: vec4 textureGrad(sampler1D,float,float,float); Step #5: vec4 textureGradClampARB(sampler1D,float,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 textureGradOffsetClampARB(sampler1D,float,float,float,int,float); 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: vec4 texelFetch(texture1D,int,int); Step #5: vec4 texelFetchOffset(texture1D,int,int,int); Step #5: int textureSize(texture1D,int); Step #5: int textureQueryLevels(texture1D); Step #5: int textureSize(isampler1D,int); Step #5: int textureQueryLevels(isampler1D); Step #5: ivec4 texture(isampler1D,float); Step #5: ivec4 textureGrad(isampler1D,float,float,float); Step #5: ivec4 textureGradClampARB(isampler1D,float,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 textureGradOffsetClampARB(isampler1D,float,float,float,int,float); 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: ivec4 texelFetch(itexture1D,int,int); Step #5: ivec4 texelFetchOffset(itexture1D,int,int,int); Step #5: int textureSize(itexture1D,int); Step #5: int textureQueryLevels(itexture1D); Step #5: int textureSize(usampler1D,int); Step #5: int textureQueryLevels(usampler1D); Step #5: uvec4 texture(usampler1D,float); Step #5: uvec4 textureGrad(usampler1D,float,float,float); Step #5: uvec4 textureGradClampARB(usampler1D,float,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 textureGradOffsetClampARB(usampler1D,float,float,float,int,float); 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: uvec4 texelFetch(utexture1D,int,int); Step #5: uvec4 texelFetchOffset(utexture1D,int,int,int); Step #5: int textureSize(utexture1D,int); Step #5: int textureQueryLevels(utexture1D); Step #5: int textureSize(f16sampler1D,int); Step #5: int textureQueryLevels(f16sampler1D); Step #5: f16vec4 texture(f16sampler1D,float); Step #5: f16vec4 texture(f16sampler1D,float16_t); Step #5: f16vec4 textureGrad(f16sampler1D,float,float,float); Step #5: f16vec4 textureGradClampARB(f16sampler1D,float,float,float,float); Step #5: f16vec4 textureGrad(f16sampler1D,float16_t,float16_t,float16_t); Step #5: f16vec4 textureGradClampARB(f16sampler1D,float16_t,float16_t,float16_t,float16_t); Step #5: f16vec4 texelFetch(f16sampler1D,int,int); Step #5: f16vec4 texelFetch(f16sampler1D,int,int); Step #5: f16vec4 texelGradFetch(f16sampler1D,int,int,float,float); Step #5: f16vec4 texelGradFetch(f16sampler1D,int,int,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1D,float,int); Step #5: f16vec4 textureOffset(f16sampler1D,float16_t,int); Step #5: f16vec4 textureGradOffset(f16sampler1D,float,float,float,int); Step #5: f16vec4 textureGradOffsetClampARB(f16sampler1D,float,float,float,int,float); Step #5: f16vec4 textureGradOffset(f16sampler1D,float16_t,float16_t,float16_t,int); Step #5: f16vec4 textureGradOffsetClampARB(f16sampler1D,float16_t,float16_t,float16_t,int,float16_t); Step #5: f16vec4 texelFetchOffset(f16sampler1D,int,int,int); Step #5: f16vec4 texelFetchOffset(f16sampler1D,int,int,int); Step #5: f16vec4 texelGradFetchOffset(f16sampler1D,int,int,float,float,int); Step #5: f16vec4 texelGradFetchOffset(f16sampler1D,int,int,float16_t,float16_t,int); Step #5: f16vec4 textureLod(f16sampler1D,float,float); Step #5: f16vec4 textureLod(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureLodOffset(f16sampler1D,float,float,int); Step #5: f16vec4 textureLodOffset(f16sampler1D,float16_t,float16_t,int); Step #5: f16vec4 textureProj(f16sampler1D,vec2); Step #5: f16vec4 textureProj(f16sampler1D,f16vec2); Step #5: f16vec4 textureProj(f16sampler1D,vec4); Step #5: f16vec4 textureProj(f16sampler1D,f16vec4); Step #5: f16vec4 textureProjGrad(f16sampler1D,vec2,float,float); Step #5: f16vec4 textureProjGrad(f16sampler1D,f16vec2,float16_t,float16_t); Step #5: f16vec4 textureProjGrad(f16sampler1D,vec4,float,float); Step #5: f16vec4 textureProjGrad(f16sampler1D,f16vec4,float16_t,float16_t); Step #5: f16vec4 texelProjFetch(f16sampler1D,ivec2,int); Step #5: f16vec4 texelProjFetch(f16sampler1D,ivec2,int); Step #5: f16vec4 texelProjFetch(f16sampler1D,vec4,int); Step #5: f16vec4 texelProjFetch(f16sampler1D,f16vec4,int); Step #5: f16vec4 texelProjGradFetch(f16sampler1D,ivec2,int,float,float); Step #5: f16vec4 texelProjGradFetch(f16sampler1D,ivec2,int,float16_t,float16_t); Step #5: f16vec4 texelProjGradFetch(f16sampler1D,vec4,int,float,float); Step #5: f16vec4 texelProjGradFetch(f16sampler1D,f16vec4,int,float16_t,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec2,int); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec2,int); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec4,int); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec4,int); Step #5: f16vec4 textureProjGradOffset(f16sampler1D,vec2,float,float,int); Step #5: f16vec4 textureProjGradOffset(f16sampler1D,f16vec2,float16_t,float16_t,int); Step #5: f16vec4 textureProjGradOffset(f16sampler1D,vec4,float,float,int); Step #5: f16vec4 textureProjGradOffset(f16sampler1D,f16vec4,float16_t,float16_t,int); Step #5: f16vec4 texelProjFetchOffset(f16sampler1D,ivec2,int,int); Step #5: f16vec4 texelProjFetchOffset(f16sampler1D,ivec2,int,int); Step #5: f16vec4 texelProjFetchOffset(f16sampler1D,vec4,int,int); Step #5: f16vec4 texelProjFetchOffset(f16sampler1D,f16vec4,int,int); Step #5: f16vec4 textureProjLod(f16sampler1D,vec2,float); Step #5: f16vec4 textureProjLod(f16sampler1D,f16vec2,float16_t); Step #5: f16vec4 textureProjLod(f16sampler1D,vec4,float); Step #5: f16vec4 textureProjLod(f16sampler1D,f16vec4,float16_t); Step #5: f16vec4 textureProjLodOffset(f16sampler1D,vec2,float,int); Step #5: f16vec4 textureProjLodOffset(f16sampler1D,f16vec2,float16_t,int); Step #5: f16vec4 textureProjLodOffset(f16sampler1D,vec4,float,int); Step #5: f16vec4 textureProjLodOffset(f16sampler1D,f16vec4,float16_t,int); Step #5: f16vec4 texelFetch(f16texture1D,int,int); Step #5: f16vec4 texelFetch(f16texture1D,int,int); Step #5: f16vec4 texelFetchOffset(f16texture1D,int,int,int); Step #5: f16vec4 texelFetchOffset(f16texture1D,int,int,int); Step #5: int textureSize(f16texture1D,int); Step #5: int textureQueryLevels(f16texture1D); Step #5: ivec2 textureSize(sampler2D,int); Step #5: int textureQueryLevels(sampler2D); Step #5: vec4 texture(sampler2D,vec2); Step #5: int sparseTextureARB(sampler2D,vec2,out vec4); Step #5: vec4 textureGrad(sampler2D,vec2,vec2,vec2); Step #5: int sparseTextureGradARB(sampler2D,vec2,vec2,vec2,out vec4); Step #5: vec4 textureGradClampARB(sampler2D,vec2,vec2,vec2,float); Step #5: int sparseTextureGradClampARB(sampler2D,vec2,vec2,vec2,float,out vec4); Step #5: vec4 texelFetch(sampler2D,ivec2,int); Step #5: int sparseTexelFetchARB(sampler2D,ivec2,int,out vec4); Step #5: vec4 texelGradFetch(sampler2D,ivec2,int,vec2,vec2); Step #5: int sparseTexelGradFetchARB(sampler2D,ivec2,int,vec2,vec2,out vec4); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2); Step #5: int sparseTextureOffsetARB(sampler2D,vec2,ivec2,out vec4); Step #5: vec4 textureGradOffset(sampler2D,vec2,vec2,vec2,ivec2); Step #5: int sparseTextureGradOffsetARB(sampler2D,vec2,vec2,vec2,ivec2,out vec4); Step #5: vec4 textureGradOffsetClampARB(sampler2D,vec2,vec2,vec2,ivec2,float); Step #5: int sparseTextureGradOffsetClampARB(sampler2D,vec2,vec2,vec2,ivec2,float,out vec4); Step #5: vec4 texelFetchOffset(sampler2D,ivec2,int,ivec2); Step #5: int sparseTexelFetchOffsetARB(sampler2D,ivec2,int,ivec2,out vec4); Step #5: vec4 texelGradFetchOffset(sampler2D,ivec2,int,vec2,vec2,ivec2); Step #5: int sparseTexelGradFetchOffsetARB(sampler2D,ivec2,int,vec2,vec2,ivec2,out vec4); Step #5: vec4 textureLod(sampler2D,vec2,float); Step #5: int sparseTextureLodARB(sampler2D,vec2,float,out vec4); Step #5: vec4 textureLodOffset(sampler2D,vec2,float,ivec2); Step #5: int sparseTextureLodOffsetARB(sampler2D,vec2,float,ivec2,out vec4); 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: int sparseTextureGatherARB(sampler2D,vec2,out vec4 ); Step #5: vec4 textureGather(sampler2D,vec2,int); Step #5: int sparseTextureGatherARB(sampler2D,vec2,out vec4 ,int); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2); Step #5: int sparseTextureGatherOffsetARB(sampler2D,vec2,ivec2,out vec4 ); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int); Step #5: int sparseTextureGatherOffsetARB(sampler2D,vec2,ivec2,out vec4 ,int); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4]); Step #5: int sparseTextureGatherOffsetsARB(sampler2D,vec2,ivec2[4],out vec4 ); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int); Step #5: int sparseTextureGatherOffsetsARB(sampler2D,vec2,ivec2[4],out vec4 ,int); Step #5: vec4 textureGatherLodAMD(sampler2D,vec2,float); Step #5: int sparseTextureGatherLodAMD(sampler2D,vec2,float,out vec4 ); Step #5: vec4 textureGatherLodAMD(sampler2D,vec2,float,int); Step #5: int sparseTextureGatherLodAMD(sampler2D,vec2,float,out vec4 ,int); Step #5: vec4 textureGatherLodOffsetAMD(sampler2D,vec2,float,ivec2); Step #5: int sparseTextureGatherLodOffsetAMD(sampler2D,vec2,float,ivec2,out vec4 ); Step #5: vec4 textureGatherLodOffsetAMD(sampler2D,vec2,float,ivec2,int); Step #5: int sparseTextureGatherLodOffsetAMD(sampler2D,vec2,float,ivec2,out vec4 ,int); Step #5: vec4 textureGatherLodOffsetsAMD(sampler2D,vec2,float,ivec2[4]); Step #5: int sparseTextureGatherLodOffsetsAMD(sampler2D,vec2,float,ivec2[4],out vec4 ); Step #5: vec4 textureGatherLodOffsetsAMD(sampler2D,vec2,float,ivec2[4],int); Step #5: int sparseTextureGatherLodOffsetsAMD(sampler2D,vec2,float,ivec2[4],out vec4 ,int); Step #5: vec4 texelFetch(texture2D,ivec2,int); Step #5: int sparseTexelFetchARB(texture2D,ivec2,int,out vec4); Step #5: vec4 texelFetchOffset(texture2D,ivec2,int,ivec2); Step #5: int sparseTexelFetchOffsetARB(texture2D,ivec2,int,ivec2,out vec4); Step #5: ivec2 textureSize(texture2D,int); Step #5: int textureQueryLevels(texture2D); Step #5: ivec2 textureSize(isampler2D,int); Step #5: int textureQueryLevels(isampler2D); Step #5: ivec4 texture(isampler2D,vec2); Step #5: int sparseTextureARB(isampler2D,vec2,out ivec4); Step #5: ivec4 textureGrad(isampler2D,vec2,vec2,vec2); Step #5: int sparseTextureGradARB(isampler2D,vec2,vec2,vec2,out ivec4); Step #5: ivec4 textureGradClampARB(isampler2D,vec2,vec2,vec2,float); Step #5: int sparseTextureGradClampARB(isampler2D,vec2,vec2,vec2,float,out ivec4); Step #5: ivec4 texelFetch(isampler2D,ivec2,int); Step #5: int sparseTexelFetchARB(isampler2D,ivec2,int,out ivec4); Step #5: ivec4 texelGradFetch(isampler2D,ivec2,int,vec2,vec2); Step #5: int sparseTexelGradFetchARB(isampler2D,ivec2,int,vec2,vec2,out ivec4); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2); Step #5: int sparseTextureOffsetARB(isampler2D,vec2,ivec2,out ivec4); Step #5: ivec4 textureGradOffset(isampler2D,vec2,vec2,vec2,ivec2); Step #5: int sparseTextureGradOffsetARB(isampler2D,vec2,vec2,vec2,ivec2,out ivec4); Step #5: ivec4 textureGradOffsetClampARB(isampler2D,vec2,vec2,vec2,ivec2,float); Step #5: int sparseTextureGradOffsetClampARB(isampler2D,vec2,vec2,vec2,ivec2,float,out ivec4); Step #5: ivec4 texelFetchOffset(isampler2D,ivec2,int,ivec2); Step #5: int sparseTexelFetchOffsetARB(isampler2D,ivec2,int,ivec2,out ivec4); Step #5: ivec4 texelGradFetchOffset(isampler2D,ivec2,int,vec2,vec2,ivec2); Step #5: int sparseTexelGradFetchOffsetARB(isampler2D,ivec2,int,vec2,vec2,ivec2,out ivec4); Step #5: ivec4 textureLod(isampler2D,vec2,float); Step #5: int sparseTextureLodARB(isampler2D,vec2,float,out ivec4); Step #5: ivec4 textureLodOffset(isampler2D,vec2,float,ivec2); Step #5: int sparseTextureLodOffsetARB(isampler2D,vec2,float,ivec2,out ivec4); 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: int sparseTextureGatherARB(isampler2D,vec2,out ivec4 ); Step #5: ivec4 textureGather(isampler2D,vec2,int); Step #5: int sparseTextureGatherARB(isampler2D,vec2,out ivec4 ,int); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2); Step #5: int sparseTextureGatherOffsetARB(isampler2D,vec2,ivec2,out ivec4 ); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int); Step #5: int sparseTextureGatherOffsetARB(isampler2D,vec2,ivec2,out ivec4 ,int); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4]); Step #5: int sparseTextureGatherOffsetsARB(isampler2D,vec2,ivec2[4],out ivec4 ); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int); Step #5: int sparseTextureGatherOffsetsARB(isampler2D,vec2,ivec2[4],out ivec4 ,int); Step #5: ivec4 textureGatherLodAMD(isampler2D,vec2,float); Step #5: int sparseTextureGatherLodAMD(isampler2D,vec2,float,out ivec4 ); Step #5: ivec4 textureGatherLodAMD(isampler2D,vec2,float,int); Step #5: int sparseTextureGatherLodAMD(isampler2D,vec2,float,out ivec4 ,int); Step #5: ivec4 textureGatherLodOffsetAMD(isampler2D,vec2,float,ivec2); Step #5: int sparseTextureGatherLodOffsetAMD(isampler2D,vec2,float,ivec2,out ivec4 ); Step #5: ivec4 textureGatherLodOffsetAMD(isampler2D,vec2,float,ivec2,int); Step #5: int sparseTextureGatherLodOffsetAMD(isampler2D,vec2,float,ivec2,out ivec4 ,int); Step #5: ivec4 textureGatherLodOffsetsAMD(isampler2D,vec2,float,ivec2[4]); Step #5: int sparseTextureGatherLodOffsetsAMD(isampler2D,vec2,float,ivec2[4],out ivec4 ); Step #5: ivec4 textureGatherLodOffsetsAMD(isampler2D,vec2,float,ivec2[4],int); Step #5: int sparseTextureGatherLodOffsetsAMD(isampler2D,vec2,float,ivec2[4],out ivec4 ,int); Step #5: ivec4 texelFetch(itexture2D,ivec2,int); Step #5: int sparseTexelFetchARB(itexture2D,ivec2,int,out ivec4); Step #5: ivec4 texelFetchOffset(itexture2D,ivec2,int,ivec2); Step #5: int sparseTexelFetchOffsetARB(itexture2D,ivec2,int,ivec2,out ivec4); Step #5: ivec2 textureSize(itexture2D,int); Step #5: int textureQueryLevels(itexture2D); Step #5: ivec2 textureSize(usampler2D,int); Step #5: int textureQueryLevels(usampler2D); Step #5: uvec4 texture(usampler2D,vec2); Step #5: int sparseTextureARB(usampler2D,vec2,out uvec4); Step #5: uvec4 textureGrad(usampler2D,vec2,vec2,vec2); Step #5: int sparseTextureGradARB(usampler2D,vec2,vec2,vec2,out uvec4); Step #5: uvec4 textureGradClampARB(usampler2D,vec2,vec2,vec2,float); Step #5: int sparseTextureGradClampARB(usampler2D,vec2,vec2,vec2,float,out uvec4); Step #5: uvec4 texelFetch(usampler2D,ivec2,int); Step #5: int sparseTexelFetchARB(usampler2D,ivec2,int,out uvec4); Step #5: uvec4 texelGradFetch(usampler2D,ivec2,int,vec2,vec2); Step #5: int sparseTexelGradFetchARB(usampler2D,ivec2,int,vec2,vec2,out uvec4); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2); Step #5: int sparseTextureOffsetARB(usampler2D,vec2,ivec2,out uvec4); Step #5: uvec4 textureGradOffset(usampler2D,vec2,vec2,vec2,ivec2); Step #5: int sparseTextureGradOffsetARB(usampler2D,vec2,vec2,vec2,ivec2,out uvec4); Step #5: uvec4 textureGradOffsetClampARB(usampler2D,vec2,vec2,vec2,ivec2,float); Step #5: int sparseTextureGradOffsetClampARB(usampler2D,vec2,vec2,vec2,ivec2,float,out uvec4); Step #5: uvec4 texelFetchOffset(usampler2D,ivec2,int,ivec2); Step #5: int sparseTexelFetchOffsetARB(usampler2D,ivec2,int,ivec2,out uvec4); Step #5: uvec4 texelGradFetchOffset(usampler2D,ivec2,int,vec2,vec2,ivec2); Step #5: int sparseTexelGradFetchOffsetARB(usampler2D,ivec2,int,vec2,vec2,ivec2,out uvec4); Step #5: uvec4 textureLod(usampler2D,vec2,float); Step #5: int sparseTextureLodARB(usampler2D,vec2,float,out uvec4); Step #5: uvec4 textureLodOffset(usampler2D,vec2,float,ivec2); Step #5: int sparseTextureLodOffsetARB(usampler2D,vec2,float,ivec2,out uvec4); 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: int sparseTextureGatherARB(usampler2D,vec2,out uvec4 ); Step #5: uvec4 textureGather(usampler2D,vec2,int); Step #5: int sparseTextureGatherARB(usampler2D,vec2,out uvec4 ,int); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2); Step #5: int sparseTextureGatherOffsetARB(usampler2D,vec2,ivec2,out uvec4 ); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int); Step #5: int sparseTextureGatherOffsetARB(usampler2D,vec2,ivec2,out uvec4 ,int); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4]); Step #5: int sparseTextureGatherOffsetsARB(usampler2D,vec2,ivec2[4],out uvec4 ); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int); Step #5: int sparseTextureGatherOffsetsARB(usampler2D,vec2,ivec2[4],out uvec4 ,int); Step #5: uvec4 textureGatherLodAMD(usampler2D,vec2,float); Step #5: int sparseTextureGatherLodAMD(usampler2D,vec2,float,out uvec4 ); Step #5: uvec4 textureGatherLodAMD(usampler2D,vec2,float,int); Step #5: int sparseTextureGatherLodAMD(usampler2D,vec2,float,out uvec4 ,int); Step #5: uvec4 textureGatherLodOffsetAMD(usampler2D,vec2,float,ivec2); Step #5: int sparseTextureGatherLodOffsetAMD(usampler2D,vec2,float,ivec2,out uvec4 ); Step #5: uvec4 textureGatherLodOffsetAMD(usampler2D,vec2,float,ivec2,int); Step #5: int sparseTextureGatherLodOffsetAMD(usampler2D,vec2,float,ivec2,out uvec4 ,int); Step #5: uvec4 textureGatherLodOffsetsAMD(usampler2D,vec2,float,ivec2[4]); Step #5: int sparseTextureGatherLodOffsetsAMD(usampler2D,vec2,float,ivec2[4],out uvec4 ); Step #5: uvec4 textureGatherLodOffsetsAMD(usampler2D,vec2,float,ivec2[4],int); Step #5: int sparseTextureGatherLodOffsetsAMD(usampler2D,vec2,float,ivec2[4],out uvec4 ,int); Step #5: uvec4 texelFetch(utexture2D,ivec2,int); Step #5: int sparseTexelFetchARB(utexture2D,ivec2,int,out uvec4); Step #5: uvec4 texelFetchOffset(utexture2D,ivec2,int,ivec2); Step #5: int sparseTexelFetchOffsetARB(utexture2D,ivec2,int,ivec2,out uvec4); Step #5: ivec2 textureSize(utexture2D,int); Step #5: int textureQueryLevels(utexture2D); Step #5: ivec2 textureSize(f16sampler2D,int); Step #5: int textureQueryLevels(f16sampler2D); Step #5: f16vec4 texture(f16sampler2D,vec2); Step #5: int sparseTextureARB(f16sampler2D,vec2,out f16vec4); Step #5: f16vec4 texture(f16sampler2D,f16vec2); Step #5: int sparseTextureARB(f16sampler2D,f16vec2,out f16vec4); Step #5: f16vec4 textureGrad(f16sampler2D,vec2,vec2,vec2); Step #5: int sparseTextureGradARB(f16sampler2D,vec2,vec2,vec2,out f16vec4); Step #5: f16vec4 textureGradClampARB(f16sampler2D,vec2,vec2,vec2,float); Step #5: int sparseTextureGradClampARB(f16sampler2D,vec2,vec2,vec2,float,out f16vec4); Step #5: f16vec4 textureGrad(f16sampler2D,f16vec2,f16vec2,f16vec2); Step #5: int sparseTextureGradARB(f16sampler2D,f16vec2,f16vec2,f16vec2,out f16vec4); Step #5: f16vec4 textureGradClampARB(f16sampler2D,f16vec2,f16vec2,f16vec2,float16_t); Step #5: int sparseTextureGradClampARB(f16sampler2D,f16vec2,f16vec2,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 texelFetch(f16sampler2D,ivec2,int); Step #5: int sparseTexelFetchARB(f16sampler2D,ivec2,int,out f16vec4); Step #5: f16vec4 texelFetch(f16sampler2D,ivec2,int); Step #5: int sparseTexelFetchARB(f16sampler2D,ivec2,int,out f16vec4); Step #5: f16vec4 texelGradFetch(f16sampler2D,ivec2,int,vec2,vec2); Step #5: int sparseTexelGradFetchARB(f16sampler2D,ivec2,int,vec2,vec2,out f16vec4); Step #5: f16vec4 texelGradFetch(f16sampler2D,ivec2,int,f16vec2,f16vec2); Step #5: int sparseTexelGradFetchARB(f16sampler2D,ivec2,int,f16vec2,f16vec2,out f16vec4); Step #5: f16vec4 textureOffset(f16sampler2D,vec2,ivec2); Step #5: int sparseTextureOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4); Step #5: f16vec4 textureOffset(f16sampler2D,f16vec2,ivec2); Step #5: int sparseTextureOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4); Step #5: f16vec4 textureGradOffset(f16sampler2D,vec2,vec2,vec2,ivec2); Step #5: int sparseTextureGradOffsetARB(f16sampler2D,vec2,vec2,vec2,ivec2,out f16vec4); Step #5: f16vec4 textureGradOffsetClampARB(f16sampler2D,vec2,vec2,vec2,ivec2,float); Step #5: int sparseTextureGradOffsetClampARB(f16sampler2D,vec2,vec2,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureGradOffset(f16sampler2D,f16vec2,f16vec2,f16vec2,ivec2); Step #5: int sparseTextureGradOffsetARB(f16sampler2D,f16vec2,f16vec2,f16vec2,ivec2,out f16vec4); Step #5: f16vec4 textureGradOffsetClampARB(f16sampler2D,f16vec2,f16vec2,f16vec2,ivec2,float16_t); Step #5: int sparseTextureGradOffsetClampARB(f16sampler2D,f16vec2,f16vec2,f16vec2,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texelFetchOffset(f16sampler2D,ivec2,int,ivec2); Step #5: int sparseTexelFetchOffsetARB(f16sampler2D,ivec2,int,ivec2,out f16vec4); Step #5: f16vec4 texelFetchOffset(f16sampler2D,ivec2,int,ivec2); Step #5: int sparseTexelFetchOffsetARB(f16sampler2D,ivec2,int,ivec2,out f16vec4); Step #5: f16vec4 texelGradFetchOffset(f16sampler2D,ivec2,int,vec2,vec2,ivec2); Step #5: int sparseTexelGradFetchOffsetARB(f16sampler2D,ivec2,int,vec2,vec2,ivec2,out f16vec4); Step #5: f16vec4 texelGradFetchOffset(f16sampler2D,ivec2,int,f16vec2,f16vec2,ivec2); Step #5: int sparseTexelGradFetchOffsetARB(f16sampler2D,ivec2,int,f16vec2,f16vec2,ivec2,out f16vec4); Step #5: f16vec4 textureLod(f16sampler2D,vec2,float); Step #5: int sparseTextureLodARB(f16sampler2D,vec2,float,out f16vec4); Step #5: f16vec4 textureLod(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureLodARB(f16sampler2D,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureLodOffset(f16sampler2D,vec2,float,ivec2); Step #5: int sparseTextureLodOffsetARB(f16sampler2D,vec2,float,ivec2,out f16vec4); Step #5: f16vec4 textureLodOffset(f16sampler2D,f16vec2,float16_t,ivec2); Step #5: int sparseTextureLodOffsetARB(f16sampler2D,f16vec2,float16_t,ivec2,out f16vec4); Step #5: f16vec4 textureProj(f16sampler2D,vec3); Step #5: f16vec4 textureProj(f16sampler2D,f16vec3); Step #5: f16vec4 textureProj(f16sampler2D,vec4); Step #5: f16vec4 textureProj(f16sampler2D,f16vec4); Step #5: f16vec4 textureProjGrad(f16sampler2D,vec3,vec2,vec2); Step #5: f16vec4 textureProjGrad(f16sampler2D,f16vec3,f16vec2,f16vec2); Step #5: f16vec4 textureProjGrad(f16sampler2D,vec4,vec2,vec2); Step #5: f16vec4 textureProjGrad(f16sampler2D,f16vec4,f16vec2,f16vec2); Step #5: f16vec4 texelProjFetch(f16sampler2D,ivec3,int); Step #5: f16vec4 texelProjFetch(f16sampler2D,ivec3,int); Step #5: f16vec4 texelProjFetch(f16sampler2D,vec4,int); Step #5: f16vec4 texelProjFetch(f16sampler2D,f16vec4,int); Step #5: f16vec4 texelProjGradFetch(f16sampler2D,ivec3,int,vec2,vec2); Step #5: f16vec4 texelProjGradFetch(f16sampler2D,ivec3,int,f16vec2,f16vec2); Step #5: f16vec4 texelProjGradFetch(f16sampler2D,vec4,int,vec2,vec2); Step #5: f16vec4 texelProjGradFetch(f16sampler2D,f16vec4,int,f16vec2,f16vec2); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec3,ivec2); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec3,ivec2); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec4,ivec2); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec4,ivec2); Step #5: f16vec4 textureProjGradOffset(f16sampler2D,vec3,vec2,vec2,ivec2); Step #5: f16vec4 textureProjGradOffset(f16sampler2D,f16vec3,f16vec2,f16vec2,ivec2); Step #5: f16vec4 textureProjGradOffset(f16sampler2D,vec4,vec2,vec2,ivec2); Step #5: f16vec4 textureProjGradOffset(f16sampler2D,f16vec4,f16vec2,f16vec2,ivec2); Step #5: f16vec4 texelProjFetchOffset(f16sampler2D,ivec3,int,ivec2); Step #5: f16vec4 texelProjFetchOffset(f16sampler2D,ivec3,int,ivec2); Step #5: f16vec4 texelProjFetchOffset(f16sampler2D,vec4,int,ivec2); Step #5: f16vec4 texelProjFetchOffset(f16sampler2D,f16vec4,int,ivec2); Step #5: f16vec4 textureProjLod(f16sampler2D,vec3,float); Step #5: f16vec4 textureProjLod(f16sampler2D,f16vec3,float16_t); Step #5: f16vec4 textureProjLod(f16sampler2D,vec4,float); Step #5: f16vec4 textureProjLod(f16sampler2D,f16vec4,float16_t); Step #5: f16vec4 textureProjLodOffset(f16sampler2D,vec3,float,ivec2); Step #5: f16vec4 textureProjLodOffset(f16sampler2D,f16vec3,float16_t,ivec2); Step #5: f16vec4 textureProjLodOffset(f16sampler2D,vec4,float,ivec2); Step #5: f16vec4 textureProjLodOffset(f16sampler2D,f16vec4,float16_t,ivec2); Step #5: f16vec4 textureGather(f16sampler2D,vec2); Step #5: int sparseTextureGatherARB(f16sampler2D,vec2,out f16vec4 ); Step #5: f16vec4 textureGather(f16sampler2D,vec2,int); Step #5: int sparseTextureGatherARB(f16sampler2D,vec2,out f16vec4 ,int); Step #5: f16vec4 textureGatherOffset(f16sampler2D,vec2,ivec2); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4 ); Step #5: f16vec4 textureGatherOffset(f16sampler2D,vec2,ivec2,int); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4 ,int); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,vec2,ivec2[4]); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,vec2,ivec2[4],out f16vec4 ); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,vec2,ivec2[4],int); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,vec2,ivec2[4],out f16vec4 ,int); Step #5: f16vec4 textureGather(f16sampler2D,f16vec2); Step #5: int sparseTextureGatherARB(f16sampler2D,f16vec2,out f16vec4 ); Step #5: f16vec4 textureGather(f16sampler2D,f16vec2,int); Step #5: int sparseTextureGatherARB(f16sampler2D,f16vec2,out f16vec4 ,int); Step #5: f16vec4 textureGatherOffset(f16sampler2D,f16vec2,ivec2); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4 ); Step #5: f16vec4 textureGatherOffset(f16sampler2D,f16vec2,ivec2,int); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4 ,int); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,f16vec2,ivec2[4]); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,f16vec2,ivec2[4],out f16vec4 ); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,f16vec2,ivec2[4],int); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,f16vec2,ivec2[4],out f16vec4 ,int); Step #5: f16vec4 textureGatherLodAMD(f16sampler2D,vec2,float); Step #5: int sparseTextureGatherLodAMD(f16sampler2D,vec2,float,out f16vec4 ); Step #5: f16vec4 textureGatherLodAMD(f16sampler2D,vec2,float,int); Step #5: int sparseTextureGatherLodAMD(f16sampler2D,vec2,float,out f16vec4 ,int); Step #5: f16vec4 textureGatherLodOffsetAMD(f16sampler2D,vec2,float,ivec2); Step #5: int sparseTextureGatherLodOffsetAMD(f16sampler2D,vec2,float,ivec2,out f16vec4 ); Step #5: f16vec4 textureGatherLodOffsetAMD(f16sampler2D,vec2,float,ivec2,int); Step #5: int sparseTextureGatherLodOffsetAMD(f16sampler2D,vec2,float,ivec2,out f16vec4 ,int); Step #5: f16vec4 textureGatherLodOffsetsAMD(f16sampler2D,vec2,float,ivec2[4]); Step #5: int sparseTextureGatherLodOffsetsAMD(f16sampler2D,vec2,float,ivec2[4],out f16vec4 ); Step #5: f16vec4 textureGatherLodOffsetsAMD(f16sampler2D,vec2,float,ivec2[4],int); Step #5: int sparseTextureGatherLodOffsetsAMD(f16sampler2D,vec2,float,ivec2[4],out f16vec4 ,int); Step #5: f16vec4 textureGatherLodAMD(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureGatherLodAMD(f16sampler2D,f16vec2,float16_t,out f16vec4 ); Step #5: f16vec4 textureGatherLodAMD(f16sampler2D,f16vec2,float16_t,int); Step #5: int sparseTextureGatherLodAMD(f16sampler2D,f16vec2,float16_t,out f16vec4 ,int); Step #5: f16vec4 textureGatherLodOffsetAMD(f16sampler2D,f16vec2,float16_t,ivec2); Step #5: int sparseTextureGatherLodOffsetAMD(f16sampler2D,f16vec2,float16_t,ivec2,out f16vec4 ); Step #5: f16vec4 textureGatherLodOffsetAMD(f16sampler2D,f16vec2,float16_t,ivec2,int); Step #5: int sparseTextureGatherLodOffsetAMD(f16sampler2D,f16vec2,float16_t,ivec2,out f16vec4 ,int); Step #5: f16vec4 textureGatherLodOffsetsAMD(f16sampler2D,f16vec2,float16_t,ivec2[4]); Step #5: int sparseTextureGatherLodOffsetsAMD(f16sampler2D,f16vec2,float16_t,ivec2[4],out f16vec4 ); Step #5: f16vec4 textureGatherLodOffsetsAMD(f16sampler2D,f16vec2,float16_t,ivec2[4],int); Step #5: int sparseTextureGatherLodOffsetsAMD(f16sampler2D,f16vec2,float16_t,ivec2[4],out f16vec4 ,int); Step #5: f16vec4 texelFetch(f16texture2D,ivec2,int); Step #5: int sparseTexelFetchARB(f16texture2D,ivec2,int,out f16vec4); Step #5: f16vec4 texelFetch(f16texture2D,ivec2,int); Step #5: int sparseTexelFetchARB(f16texture2D,ivec2,int,out f16vec4); Step #5: f16vec4 texelFetchOffset(f16texture2D,ivec2,int,ivec2); Step #5: int sparseTexelFetchOffsetARB(f16texture2D,ivec2,int,ivec2,out f16vec4); Step #5: f16vec4 texelFetchOffset(f16texture2D,ivec2,int,ivec2); Step #5: int sparseTexelFetchOffsetARB(f16texture2D,ivec2,int,ivec2,out f16vec4); Step #5: ivec2 textureSize(f16texture2D,int); Step #5: int textureQueryLevels(f16texture2D); Step #5: ivec3 textureSize(sampler3D,int); Step #5: int textureQueryLevels(sampler3D); Step #5: vec4 texture(sampler3D,vec3); Step #5: int sparseTextureARB(sampler3D,vec3,out vec4); Step #5: vec4 textureGrad(sampler3D,vec3,vec3,vec3); Step #5: int sparseTextureGradARB(sampler3D,vec3,vec3,vec3,out vec4); Step #5: vec4 textureGradClampARB(sampler3D,vec3,vec3,vec3,float); Step #5: int sparseTextureGradClampARB(sampler3D,vec3,vec3,vec3,float,out vec4); Step #5: vec4 texelFetch(sampler3D,ivec3,int); Step #5: int sparseTexelFetchARB(sampler3D,ivec3,int,out vec4); Step #5: vec4 texelGradFetch(sampler3D,ivec3,int,vec3,vec3); Step #5: int sparseTexelGradFetchARB(sampler3D,ivec3,int,vec3,vec3,out vec4); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3); Step #5: int sparseTextureOffsetARB(sampler3D,vec3,ivec3,out vec4); Step #5: vec4 textureGradOffset(sampler3D,vec3,vec3,vec3,ivec3); Step #5: int sparseTextureGradOffsetARB(sampler3D,vec3,vec3,vec3,ivec3,out vec4); Step #5: vec4 textureGradOffsetClampARB(sampler3D,vec3,vec3,vec3,ivec3,float); Step #5: int sparseTextureGradOffsetClampARB(sampler3D,vec3,vec3,vec3,ivec3,float,out vec4); Step #5: vec4 texelFetchOffset(sampler3D,ivec3,int,ivec3); Step #5: int sparseTexelFetchOffsetARB(sampler3D,ivec3,int,ivec3,out vec4); Step #5: vec4 texelGradFetchOffset(sampler3D,ivec3,int,vec3,vec3,ivec3); Step #5: int sparseTexelGradFetchOffsetARB(sampler3D,ivec3,int,vec3,vec3,ivec3,out vec4); Step #5: vec4 textureLod(sampler3D,vec3,float); Step #5: int sparseTextureLodARB(sampler3D,vec3,float,out vec4); Step #5: vec4 textureLodOffset(sampler3D,vec3,float,ivec3); Step #5: int sparseTextureLodOffsetARB(sampler3D,vec3,float,ivec3,out vec4); 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: int sparseTexelFetchARB(texture3D,ivec3,int,out vec4); Step #5: vec4 texelFetchOffset(texture3D,ivec3,int,ivec3); Step #5: int sparseTexelFetchOffsetARB(texture3D,ivec3,int,ivec3,out vec4); Step #5: ivec3 textureSize(texture3D,int); Step #5: int textureQueryLevels(texture3D); Step #5: ivec3 textureSize(isampler3D,int); Step #5: int textureQueryLevels(isampler3D); Step #5: ivec4 texture(isampler3D,vec3); Step #5: int sparseTextureARB(isampler3D,vec3,out ivec4); Step #5: ivec4 textureGrad(isampler3D,vec3,vec3,vec3); Step #5: int sparseTextureGradARB(isampler3D,vec3,vec3,vec3,out ivec4); Step #5: ivec4 textureGradClampARB(isampler3D,vec3,vec3,vec3,float); Step #5: int sparseTextureGradClampARB(isampler3D,vec3,vec3,vec3,float,out ivec4); Step #5: ivec4 texelFetch(isampler3D,ivec3,int); Step #5: int sparseTexelFetchARB(isampler3D,ivec3,int,out ivec4); Step #5: ivec4 texelGradFetch(isampler3D,ivec3,int,vec3,vec3); Step #5: int sparseTexelGradFetchARB(isampler3D,ivec3,int,vec3,vec3,out ivec4); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3); Step #5: int sparseTextureOffsetARB(isampler3D,vec3,ivec3,out ivec4); Step #5: ivec4 textureGradOffset(isampler3D,vec3,vec3,vec3,ivec3); Step #5: int sparseTextureGradOffsetARB(isampler3D,vec3,vec3,vec3,ivec3,out ivec4); Step #5: ivec4 textureGradOffsetClampARB(isampler3D,vec3,vec3,vec3,ivec3,float); Step #5: int sparseTextureGradOffsetClampARB(isampler3D,vec3,vec3,vec3,ivec3,float,out ivec4); Step #5: ivec4 texelFetchOffset(isampler3D,ivec3,int,ivec3); Step #5: int sparseTexelFetchOffsetARB(isampler3D,ivec3,int,ivec3,out ivec4); Step #5: ivec4 texelGradFetchOffset(isampler3D,ivec3,int,vec3,vec3,ivec3); Step #5: int sparseTexelGradFetchOffsetARB(isampler3D,ivec3,int,vec3,vec3,ivec3,out ivec4); Step #5: ivec4 textureLod(isampler3D,vec3,float); Step #5: int sparseTextureLodARB(isampler3D,vec3,float,out ivec4); Step #5: ivec4 textureLodOffset(isampler3D,vec3,float,ivec3); Step #5: int sparseTextureLodOffsetARB(isampler3D,vec3,float,ivec3,out ivec4); 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: int sparseTexelFetchARB(itexture3D,ivec3,int,out ivec4); Step #5: ivec4 texelFetchOffset(itexture3D,ivec3,int,ivec3); Step #5: int sparseTexelFetchOffsetARB(itexture3D,ivec3,int,ivec3,out ivec4); Step #5: ivec3 textureSize(itexture3D,int); Step #5: int textureQueryLevels(itexture3D); Step #5: ivec3 textureSize(usampler3D,int); Step #5: int textureQueryLevels(usampler3D); Step #5: uvec4 texture(usampler3D,vec3); Step #5: int sparseTextureARB(usampler3D,vec3,out uvec4); Step #5: uvec4 textureGrad(usampler3D,vec3,vec3,vec3); Step #5: int sparseTextureGradARB(usampler3D,vec3,vec3,vec3,out uvec4); Step #5: uvec4 textureGradClampARB(usampler3D,vec3,vec3,vec3,float); Step #5: int sparseTextureGradClampARB(usampler3D,vec3,vec3,vec3,float,out uvec4); Step #5: uvec4 texelFetch(usampler3D,ivec3,int); Step #5: int sparseTexelFetchARB(usampler3D,ivec3,int,out uvec4); Step #5: uvec4 texelGradFetch(usampler3D,ivec3,int,vec3,vec3); Step #5: int sparseTexelGradFetchARB(usampler3D,ivec3,int,vec3,vec3,out uvec4); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3); Step #5: int sparseTextureOffsetARB(usampler3D,vec3,ivec3,out uvec4); Step #5: uvec4 textureGradOffset(usampler3D,vec3,vec3,vec3,ivec3); Step #5: int sparseTextureGradOffsetARB(usampler3D,vec3,vec3,vec3,ivec3,out uvec4); Step #5: uvec4 textureGradOffsetClampARB(usampler3D,vec3,vec3,vec3,ivec3,float); Step #5: int sparseTextureGradOffsetClampARB(usampler3D,vec3,vec3,vec3,ivec3,float,out uvec4); Step #5: uvec4 texelFetchOffset(usampler3D,ivec3,int,ivec3); Step #5: int sparseTexelFetchOffsetARB(usampler3D,ivec3,int,ivec3,out uvec4); Step #5: uvec4 texelGradFetchOffset(usampler3D,ivec3,int,vec3,vec3,ivec3); Step #5: int sparseTexelGradFetchOffsetARB(usampler3D,ivec3,int,vec3,vec3,ivec3,out uvec4); Step #5: uvec4 textureLod(usampler3D,vec3,float); Step #5: int sparseTextureLodARB(usampler3D,vec3,float,out uvec4); Step #5: uvec4 textureLodOffset(usampler3D,vec3,float,ivec3); Step #5: int sparseTextureLodOffsetARB(usampler3D,vec3,float,ivec3,out uvec4); 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: int sparseTexelFetchARB(utexture3D,ivec3,int,out uvec4); Step #5: uvec4 texelFetchOffset(utexture3D,ivec3,int,ivec3); Step #5: int sparseTexelFetchOffsetARB(utexture3D,ivec3,int,ivec3,out uvec4); Step #5: ivec3 textureSize(utexture3D,int); Step #5: int textureQueryLevels(utexture3D); Step #5: ivec3 textureSize(f16sampler3D,int); Step #5: int textureQueryLevels(f16sampler3D); Step #5: f16vec4 texture(f16sampler3D,vec3); Step #5: int sparseTextureARB(f16sampler3D,vec3,out f16vec4); Step #5: f16vec4 texture(f16sampler3D,f16vec3); Step #5: int sparseTextureARB(f16sampler3D,f16vec3,out f16vec4); Step #5: f16vec4 textureGrad(f16sampler3D,vec3,vec3,vec3); Step #5: int sparseTextureGradARB(f16sampler3D,vec3,vec3,vec3,out f16vec4); Step #5: f16vec4 textureGradClampARB(f16sampler3D,vec3,vec3,vec3,float); Step #5: int sparseTextureGradClampARB(f16sampler3D,vec3,vec3,vec3,float,out f16vec4); Step #5: f16vec4 textureGrad(f16sampler3D,f16vec3,f16vec3,f16vec3); Step #5: int sparseTextureGradARB(f16sampler3D,f16vec3,f16vec3,f16vec3,out f16vec4); Step #5: f16vec4 textureGradClampARB(f16sampler3D,f16vec3,f16vec3,f16vec3,float16_t); Step #5: int sparseTextureGradClampARB(f16sampler3D,f16vec3,f16vec3,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 texelFetch(f16sampler3D,ivec3,int); Step #5: int sparseTexelFetchARB(f16sampler3D,ivec3,int,out f16vec4); Step #5: f16vec4 texelFetch(f16sampler3D,ivec3,int); Step #5: int sparseTexelFetchARB(f16sampler3D,ivec3,int,out f16vec4); Step #5: f16vec4 texelGradFetch(f16sampler3D,ivec3,int,vec3,vec3); Step #5: int sparseTexelGradFetchARB(f16sampler3D,ivec3,int,vec3,vec3,out f16vec4); Step #5: f16vec4 texelGradFetch(f16sampler3D,ivec3,int,f16vec3,f16vec3); Step #5: int sparseTexelGradFetchARB(f16sampler3D,ivec3,int,f16vec3,f16vec3,out f16vec4); Step #5: f16vec4 textureOffset(f16sampler3D,vec3,ivec3); Step #5: int sparseTextureOffsetARB(f16sampler3D,vec3,ivec3,out f16vec4); Step #5: f16vec4 textureOffset(f16sampler3D,f16vec3,ivec3); Step #5: int sparseTextureOffsetARB(f16sampler3D,f16vec3,ivec3,out f16vec4); Step #5: f16vec4 textureGradOffset(f16sampler3D,vec3,vec3,vec3,ivec3); Step #5: int sparseTextureGradOffsetARB(f16sampler3D,vec3,vec3,vec3,ivec3,out f16vec4); Step #5: f16vec4 textureGradOffsetClampARB(f16sampler3D,vec3,vec3,vec3,ivec3,float); Step #5: int sparseTextureGradOffsetClampARB(f16sampler3D,vec3,vec3,vec3,ivec3,float,out f16vec4); Step #5: f16vec4 textureGradOffset(f16sampler3D,f16vec3,f16vec3,f16vec3,ivec3); Step #5: int sparseTextureGradOffsetARB(f16sampler3D,f16vec3,f16vec3,f16vec3,ivec3,out f16vec4); Step #5: f16vec4 textureGradOffsetClampARB(f16sampler3D,f16vec3,f16vec3,f16vec3,ivec3,float16_t); Step #5: int sparseTextureGradOffsetClampARB(f16sampler3D,f16vec3,f16vec3,f16vec3,ivec3,float16_t,out f16vec4); Step #5: f16vec4 texelFetchOffset(f16sampler3D,ivec3,int,ivec3); Step #5: int sparseTexelFetchOffsetARB(f16sampler3D,ivec3,int,ivec3,out f16vec4); Step #5: f16vec4 texelFetchOffset(f16sampler3D,ivec3,int,ivec3); Step #5: int sparseTexelFetchOffsetARB(f16sampler3D,ivec3,int,ivec3,out f16vec4); Step #5: f16vec4 texelGradFetchOffset(f16sampler3D,ivec3,int,vec3,vec3,ivec3); Step #5: int sparseTexelGradFetchOffsetARB(f16sampler3D,ivec3,int,vec3,vec3,ivec3,out f16vec4); Step #5: f16vec4 texelGradFetchOffset(f16sampler3D,ivec3,int,f16vec3,f16vec3,ivec3); Step #5: int sparseTexelGradFetchOffsetARB(f16sampler3D,ivec3,int,f16vec3,f16vec3,ivec3,out f16vec4); Step #5: f16vec4 textureLod(f16sampler3D,vec3,float); Step #5: int sparseTextureLodARB(f16sampler3D,vec3,float,out f16vec4); Step #5: f16vec4 textureLod(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureLodARB(f16sampler3D,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureLodOffset(f16sampler3D,vec3,float,ivec3); Step #5: int sparseTextureLodOffsetARB(f16sampler3D,vec3,float,ivec3,out f16vec4); Step #5: f16vec4 textureLodOffset(f16sampler3D,f16vec3,float16_t,ivec3); Step #5: int sparseTextureLodOffsetARB(f16sampler3D,f16vec3,float16_t,ivec3,out f16vec4); Step #5: f16vec4 textureProj(f16sampler3D,vec4); Step #5: f16vec4 textureProj(f16sampler3D,f16vec4); Step #5: f16vec4 textureProjGrad(f16sampler3D,vec4,vec3,vec3); Step #5: f16vec4 textureProjGrad(f16sampler3D,f16vec4,f16vec3,f16vec3); Step #5: f16vec4 texelProjFetch(f16sampler3D,ivec4,int); Step #5: f16vec4 texelProjFetch(f16sampler3D,ivec4,int); Step #5: f16vec4 texelProjGradFetch(f16sampler3D,ivec4,int,vec3,vec3); Step #5: f16vec4 texelProjGradFetch(f16sampler3D,ivec4,int,f16vec3,f16vec3); Step #5: f16vec4 textureProjOffset(f16sampler3D,vec4,ivec3); Step #5: f16vec4 textureProjOffset(f16sampler3D,f16vec4,ivec3); Step #5: f16vec4 textureProjGradOffset(f16sampler3D,vec4,vec3,vec3,ivec3); Step #5: f16vec4 textureProjGradOffset(f16sampler3D,f16vec4,f16vec3,f16vec3,ivec3); Step #5: f16vec4 texelProjFetchOffset(f16sampler3D,ivec4,int,ivec3); Step #5: f16vec4 texelProjFetchOffset(f16sampler3D,ivec4,int,ivec3); Step #5: f16vec4 textureProjLod(f16sampler3D,vec4,float); Step #5: f16vec4 textureProjLod(f16sampler3D,f16vec4,float16_t); Step #5: f16vec4 textureProjLodOffset(f16sampler3D,vec4,float,ivec3); Step #5: f16vec4 textureProjLodOffset(f16sampler3D,f16vec4,float16_t,ivec3); Step #5: f16vec4 texelFetch(f16texture3D,ivec3,int); Step #5: int sparseTexelFetchARB(f16texture3D,ivec3,int,out f16vec4); Step #5: f16vec4 texelFetch(f16texture3D,ivec3,int); Step #5: int sparseTexelFetchARB(f16texture3D,ivec3,int,out f16vec4); Step #5: f16vec4 texelFetchOffset(f16texture3D,ivec3,int,ivec3); Step #5: int sparseTexelFetchOffsetARB(f16texture3D,ivec3,int,ivec3,out f16vec4); Step #5: f16vec4 texelFetchOffset(f16texture3D,ivec3,int,ivec3); Step #5: int sparseTexelFetchOffsetARB(f16texture3D,ivec3,int,ivec3,out f16vec4); Step #5: ivec3 textureSize(f16texture3D,int); Step #5: int textureQueryLevels(f16texture3D); Step #5: ivec2 textureSize(samplerCube,int); Step #5: int textureQueryLevels(samplerCube); Step #5: vec4 texture(samplerCube,vec3); Step #5: int sparseTextureARB(samplerCube,vec3,out vec4); Step #5: vec4 textureGrad(samplerCube,vec3,vec3,vec3); Step #5: int sparseTextureGradARB(samplerCube,vec3,vec3,vec3,out vec4); Step #5: vec4 textureGradClampARB(samplerCube,vec3,vec3,vec3,float); Step #5: int sparseTextureGradClampARB(samplerCube,vec3,vec3,vec3,float,out vec4); Step #5: vec4 textureLod(samplerCube,vec3,float); Step #5: int sparseTextureLodARB(samplerCube,vec3,float,out vec4); Step #5: vec4 textureGather(samplerCube,vec3); Step #5: int sparseTextureGatherARB(samplerCube,vec3,out vec4 ); Step #5: vec4 textureGather(samplerCube,vec3,int); Step #5: int sparseTextureGatherARB(samplerCube,vec3,out vec4 ,int); Step #5: vec4 textureGatherLodAMD(samplerCube,vec3,float); Step #5: int sparseTextureGatherLodAMD(samplerCube,vec3,float,out vec4 ); Step #5: vec4 textureGatherLodAMD(samplerCube,vec3,float,int); Step #5: int sparseTextureGatherLodAMD(samplerCube,vec3,float,out vec4 ,int); Step #5: ivec2 textureSize(textureCube,int); Step #5: int textureQueryLevels(textureCube); Step #5: ivec2 textureSize(isamplerCube,int); Step #5: int textureQueryLevels(isamplerCube); Step #5: ivec4 texture(isamplerCube,vec3); Step #5: int sparseTextureARB(isamplerCube,vec3,out ivec4); Step #5: ivec4 textureGrad(isamplerCube,vec3,vec3,vec3); Step #5: int sparseTextureGradARB(isamplerCube,vec3,vec3,vec3,out ivec4); Step #5: ivec4 textureGradClampARB(isamplerCube,vec3,vec3,vec3,float); Step #5: int sparseTextureGradClampARB(isamplerCube,vec3,vec3,vec3,float,out ivec4); Step #5: ivec4 textureLod(isamplerCube,vec3,float); Step #5: int sparseTextureLodARB(isamplerCube,vec3,float,out ivec4); Step #5: ivec4 textureGather(isamplerCube,vec3); Step #5: int sparseTextureGatherARB(isamplerCube,vec3,out ivec4 ); Step #5: ivec4 textureGather(isamplerCube,vec3,int); Step #5: int sparseTextureGatherARB(isamplerCube,vec3,out ivec4 ,int); Step #5: ivec4 textureGatherLodAMD(isamplerCube,vec3,float); Step #5: int sparseTextureGatherLodAMD(isamplerCube,vec3,float,out ivec4 ); Step #5: ivec4 textureGatherLodAMD(isamplerCube,vec3,float,int); Step #5: int sparseTextureGatherLodAMD(isamplerCube,vec3,float,out ivec4 ,int); Step #5: ivec2 textureSize(itextureCube,int); Step #5: int textureQueryLevels(itextureCube); Step #5: ivec2 textureSize(usamplerCube,int); Step #5: int textureQueryLevels(usamplerCube); Step #5: uvec4 texture(usamplerCube,vec3); Step #5: int sparseTextureARB(usamplerCube,vec3,out uvec4); Step #5: uvec4 textureGrad(usamplerCube,vec3,vec3,vec3); Step #5: int sparseTextureGradARB(usamplerCube,vec3,vec3,vec3,out uvec4); Step #5: uvec4 textureGradClampARB(usamplerCube,vec3,vec3,vec3,float); Step #5: int sparseTextureGradClampARB(usamplerCube,vec3,vec3,vec3,float,out uvec4); Step #5: uvec4 textureLod(usamplerCube,vec3,float); Step #5: int sparseTextureLodARB(usamplerCube,vec3,float,out uvec4); Step #5: uvec4 textureGather(usamplerCube,vec3); Step #5: int sparseTextureGatherARB(usamplerCube,vec3,out uvec4 ); Step #5: uvec4 textureGather(usamplerCube,vec3,int); Step #5: int sparseTextureGatherARB(usamplerCube,vec3,out uvec4 ,int); Step #5: uvec4 textureGatherLodAMD(usamplerCube,vec3,float); Step #5: int sparseTextureGatherLodAMD(usamplerCube,vec3,float,out uvec4 ); Step #5: uvec4 textureGatherLodAMD(usamplerCube,vec3,float,int); Step #5: int sparseTextureGatherLodAMD(usamplerCube,vec3,float,out uvec4 ,int); Step #5: ivec2 textureSize(utextureCube,int); Step #5: int textureQueryLevels(utextureCube); Step #5: ivec2 textureSize(f16samplerCube,int); Step #5: int textureQueryLevels(f16samplerCube); Step #5: f16vec4 texture(f16samplerCube,vec3); Step #5: int sparseTextureARB(f16samplerCube,vec3,out f16vec4); Step #5: f16vec4 texture(f16samplerCube,f16vec3); Step #5: int sparseTextureARB(f16samplerCube,f16vec3,out f16vec4); Step #5: f16vec4 textureGrad(f16samplerCube,vec3,vec3,vec3); Step #5: int sparseTextureGradARB(f16samplerCube,vec3,vec3,vec3,out f16vec4); Step #5: f16vec4 textureGradClampARB(f16samplerCube,vec3,vec3,vec3,float); Step #5: int sparseTextureGradClampARB(f16samplerCube,vec3,vec3,vec3,float,out f16vec4); Step #5: f16vec4 textureGrad(f16samplerCube,f16vec3,f16vec3,f16vec3); Step #5: int sparseTextureGradARB(f16samplerCube,f16vec3,f16vec3,f16vec3,out f16vec4); Step #5: f16vec4 textureGradClampARB(f16samplerCube,f16vec3,f16vec3,f16vec3,float16_t); Step #5: int sparseTextureGradClampARB(f16samplerCube,f16vec3,f16vec3,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureLod(f16samplerCube,vec3,float); Step #5: int sparseTextureLodARB(f16samplerCube,vec3,float,out f16vec4); Step #5: f16vec4 textureLod(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureLodARB(f16samplerCube,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureGather(f16samplerCube,vec3); Step #5: int sparseTextureGatherARB(f16samplerCube,vec3,out f16vec4 ); Step #5: f16vec4 textureGather(f16samplerCube,vec3,int); Step #5: int sparseTextureGatherARB(f16samplerCube,vec3,out f16vec4 ,int); Step #5: f16vec4 textureGather(f16samplerCube,f16vec3); Step #5: int sparseTextureGatherARB(f16samplerCube,f16vec3,out f16vec4 ); Step #5: f16vec4 textureGather(f16samplerCube,f16vec3,int); Step #5: int sparseTextureGatherARB(f16samplerCube,f16vec3,out f16vec4 ,int); Step #5: f16vec4 textureGatherLodAMD(f16samplerCube,vec3,float); Step #5: int sparseTextureGatherLodAMD(f16samplerCube,vec3,float,out f16vec4 ); Step #5: f16vec4 textureGatherLodAMD(f16samplerCube,vec3,float,int); Step #5: int sparseTextureGatherLodAMD(f16samplerCube,vec3,float,out f16vec4 ,int); Step #5: f16vec4 textureGatherLodAMD(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureGatherLodAMD(f16samplerCube,f16vec3,float16_t,out f16vec4 ); Step #5: f16vec4 textureGatherLodAMD(f16samplerCube,f16vec3,float16_t,int); Step #5: int sparseTextureGatherLodAMD(f16samplerCube,f16vec3,float16_t,out f16vec4 ,int); Step #5: ivec2 textureSize(f16textureCube,int); Step #5: int textureQueryLevels(f16textureCube); Step #5: ivec2 textureSize(sampler2DRect); Step #5: vec4 texture(sampler2DRect,vec2); Step #5: int sparseTextureARB(sampler2DRect,vec2,out vec4); Step #5: vec4 textureGrad(sampler2DRect,vec2,vec2,vec2); Step #5: int sparseTextureGradARB(sampler2DRect,vec2,vec2,vec2,out vec4); Step #5: vec4 textureGradClampARB(sampler2DRect,vec2,vec2,vec2,float); Step #5: int sparseTextureGradClampARB(sampler2DRect,vec2,vec2,vec2,float,out vec4); Step #5: vec4 texelFetch(sampler2DRect,ivec2); Step #5: int sparseTexelFetchARB(sampler2DRect,ivec2,out vec4); Step #5: vec4 texelGradFetch(sampler2DRect,ivec2,vec2,vec2); Step #5: int sparseTexelGradFetchARB(sampler2DRect,ivec2,vec2,vec2,out vec4); Step #5: vec4 textureOffset(sampler2DRect,vec2,ivec2); Step #5: int sparseTextureOffsetARB(sampler2DRect,vec2,ivec2,out vec4); Step #5: vec4 textureGradOffset(sampler2DRect,vec2,vec2,vec2,ivec2); Step #5: int sparseTextureGradOffsetARB(sampler2DRect,vec2,vec2,vec2,ivec2,out vec4); Step #5: vec4 textureGradOffsetClampARB(sampler2DRect,vec2,vec2,vec2,ivec2,float); Step #5: int sparseTextureGradOffsetClampARB(sampler2DRect,vec2,vec2,vec2,ivec2,float,out vec4); Step #5: vec4 texelFetchOffset(sampler2DRect,ivec2,ivec2); Step #5: int sparseTexelFetchOffsetARB(sampler2DRect,ivec2,ivec2,out vec4); Step #5: vec4 texelGradFetchOffset(sampler2DRect,ivec2,vec2,vec2,ivec2); Step #5: int sparseTexelGradFetchOffsetARB(sampler2DRect,ivec2,vec2,vec2,ivec2,out vec4); 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: int sparseTextureGatherARB(sampler2DRect,vec2,out vec4 ); Step #5: vec4 textureGather(sampler2DRect,vec2,int); Step #5: int sparseTextureGatherARB(sampler2DRect,vec2,out vec4 ,int); Step #5: vec4 textureGatherOffset(sampler2DRect,vec2,ivec2); Step #5: int sparseTextureGatherOffsetARB(sampler2DRect,vec2,ivec2,out vec4 ); Step #5: vec4 textureGatherOffset(sampler2DRect,vec2,ivec2,int); Step #5: int sparseTextureGatherOffsetARB(sampler2DRect,vec2,ivec2,out vec4 ,int); Step #5: vec4 textureGatherOffsets(sampler2DRect,vec2,ivec2[4]); Step #5: int sparseTextureGatherOffsetsARB(sampler2DRect,vec2,ivec2[4],out vec4 ); Step #5: vec4 textureGatherOffsets(sampler2DRect,vec2,ivec2[4],int); Step #5: int sparseTextureGatherOffsetsARB(sampler2DRect,vec2,ivec2[4],out vec4 ,int); Step #5: vec4 texelFetch(texture2DRect,ivec2); Step #5: int sparseTexelFetchARB(texture2DRect,ivec2,out vec4); Step #5: vec4 texelFetchOffset(texture2DRect,ivec2,ivec2); Step #5: int sparseTexelFetchOffsetARB(texture2DRect,ivec2,ivec2,out vec4); Step #5: ivec2 textureSize(texture2DRect); Step #5: ivec2 textureSize(isampler2DRect); Step #5: ivec4 texture(isampler2DRect,vec2); Step #5: int sparseTextureARB(isampler2DRect,vec2,out ivec4); Step #5: ivec4 textureGrad(isampler2DRect,vec2,vec2,vec2); Step #5: int sparseTextureGradARB(isampler2DRect,vec2,vec2,vec2,out ivec4); Step #5: ivec4 textureGradClampARB(isampler2DRect,vec2,vec2,vec2,float); Step #5: int sparseTextureGradClampARB(isampler2DRect,vec2,vec2,vec2,float,out ivec4); Step #5: ivec4 texelFetch(isampler2DRect,ivec2); Step #5: int sparseTexelFetchARB(isampler2DRect,ivec2,out ivec4); Step #5: ivec4 texelGradFetch(isampler2DRect,ivec2,vec2,vec2); Step #5: int sparseTexelGradFetchARB(isampler2DRect,ivec2,vec2,vec2,out ivec4); Step #5: ivec4 textureOffset(isampler2DRect,vec2,ivec2); Step #5: int sparseTextureOffsetARB(isampler2DRect,vec2,ivec2,out ivec4); Step #5: ivec4 textureGradOffset(isampler2DRect,vec2,vec2,vec2,ivec2); Step #5: int sparseTextureGradOffsetARB(isampler2DRect,vec2,vec2,vec2,ivec2,out ivec4); Step #5: ivec4 textureGradOffsetClampARB(isampler2DRect,vec2,vec2,vec2,ivec2,float); Step #5: int sparseTextureGradOffsetClampARB(isampler2DRect,vec2,vec2,vec2,ivec2,float,out ivec4); Step #5: ivec4 texelFetchOffset(isampler2DRect,ivec2,ivec2); Step #5: int sparseTexelFetchOffsetARB(isampler2DRect,ivec2,ivec2,out ivec4); Step #5: ivec4 texelGradFetchOffset(isampler2DRect,ivec2,vec2,vec2,ivec2); Step #5: int sparseTexelGradFetchOffsetARB(isampler2DRect,ivec2,vec2,vec2,ivec2,out ivec4); 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: int sparseTextureGatherARB(isampler2DRect,vec2,out ivec4 ); Step #5: ivec4 textureGather(isampler2DRect,vec2,int); Step #5: int sparseTextureGatherARB(isampler2DRect,vec2,out ivec4 ,int); Step #5: ivec4 textureGatherOffset(isampler2DRect,vec2,ivec2); Step #5: int sparseTextureGatherOffsetARB(isampler2DRect,vec2,ivec2,out ivec4 ); Step #5: ivec4 textureGatherOffset(isampler2DRect,vec2,ivec2,int); Step #5: int sparseTextureGatherOffsetARB(isampler2DRect,vec2,ivec2,out ivec4 ,int); Step #5: ivec4 textureGatherOffsets(isampler2DRect,vec2,ivec2[4]); Step #5: int sparseTextureGatherOffsetsARB(isampler2DRect,vec2,ivec2[4],out ivec4 ); Step #5: ivec4 textureGatherOffsets(isampler2DRect,vec2,ivec2[4],int); Step #5: int sparseTextureGatherOffsetsARB(isampler2DRect,vec2,ivec2[4],out ivec4 ,int); Step #5: ivec4 texelFetch(itexture2DRect,ivec2); Step #5: int sparseTexelFetchARB(itexture2DRect,ivec2,out ivec4); Step #5: ivec4 texelFetchOffset(itexture2DRect,ivec2,ivec2); Step #5: int sparseTexelFetchOffsetARB(itexture2DRect,ivec2,ivec2,out ivec4); Step #5: ivec2 textureSize(itexture2DRect); Step #5: ivec2 textureSize(usampler2DRect); Step #5: uvec4 texture(usampler2DRect,vec2); Step #5: int sparseTextureARB(usampler2DRect,vec2,out uvec4); Step #5: uvec4 textureGrad(usampler2DRect,vec2,vec2,vec2); Step #5: int sparseTextureGradARB(usampler2DRect,vec2,vec2,vec2,out uvec4); Step #5: uvec4 textureGradClampARB(usampler2DRect,vec2,vec2,vec2,float); Step #5: int sparseTextureGradClampARB(usampler2DRect,vec2,vec2,vec2,float,out uvec4); Step #5: uvec4 texelFetch(usampler2DRect,ivec2); Step #5: int sparseTexelFetchARB(usampler2DRect,ivec2,out uvec4); Step #5: uvec4 texelGradFetch(usampler2DRect,ivec2,vec2,vec2); Step #5: int sparseTexelGradFetchARB(usampler2DRect,ivec2,vec2,vec2,out uvec4); Step #5: uvec4 textureOffset(usampler2DRect,vec2,ivec2); Step #5: int sparseTextureOffsetARB(usampler2DRect,vec2,ivec2,out uvec4); Step #5: uvec4 textureGradOffset(usampler2DRect,vec2,vec2,vec2,ivec2); Step #5: int sparseTextureGradOffsetARB(usampler2DRect,vec2,vec2,vec2,ivec2,out uvec4); Step #5: uvec4 textureGradOffsetClampARB(usampler2DRect,vec2,vec2,vec2,ivec2,float); Step #5: int sparseTextureGradOffsetClampARB(usampler2DRect,vec2,vec2,vec2,ivec2,float,out uvec4); Step #5: uvec4 texelFetchOffset(usampler2DRect,ivec2,ivec2); Step #5: int sparseTexelFetchOffsetARB(usampler2DRect,ivec2,ivec2,out uvec4); Step #5: uvec4 texelGradFetchOffset(usampler2DRect,ivec2,vec2,vec2,ivec2); Step #5: int sparseTexelGradFetchOffsetARB(usampler2DRect,ivec2,vec2,vec2,ivec2,out uvec4); 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: int sparseTextureGatherARB(usampler2DRect,vec2,out uvec4 ); Step #5: uvec4 textureGather(usampler2DRect,vec2,int); Step #5: int sparseTextureGatherARB(usampler2DRect,vec2,out uvec4 ,int); Step #5: uvec4 textureGatherOffset(usampler2DRect,vec2,ivec2); Step #5: int sparseTextureGatherOffsetARB(usampler2DRect,vec2,ivec2,out uvec4 ); Step #5: uvec4 textureGatherOffset(usampler2DRect,vec2,ivec2,int); Step #5: int sparseTextureGatherOffsetARB(usampler2DRect,vec2,ivec2,out uvec4 ,int); Step #5: uvec4 textureGatherOffsets(usampler2DRect,vec2,ivec2[4]); Step #5: int sparseTextureGatherOffsetsARB(usampler2DRect,vec2,ivec2[4],out uvec4 ); Step #5: uvec4 textureGatherOffsets(usampler2DRect,vec2,ivec2[4],int); Step #5: int sparseTextureGatherOffsetsARB(usampler2DRect,vec2,ivec2[4],out uvec4 ,int); Step #5: uvec4 texelFetch(utexture2DRect,ivec2); Step #5: int sparseTexelFetchARB(utexture2DRect,ivec2,out uvec4); Step #5: uvec4 texelFetchOffset(utexture2DRect,ivec2,ivec2); Step #5: int sparseTexelFetchOffsetARB(utexture2DRect,ivec2,ivec2,out uvec4); Step #5: ivec2 textureSize(utexture2DRect); Step #5: ivec2 textureSize(f16sampler2DRect); Step #5: f16vec4 texture(f16sampler2DRect,vec2); Step #5: int sparseTextureARB(f16sampler2DRect,vec2,out f16vec4); Step #5: f16vec4 texture(f16sampler2DRect,f16vec2); Step #5: int sparseTextureARB(f16sampler2DRect,f16vec2,out f16vec4); Step #5: f16vec4 textureGrad(f16sampler2DRect,vec2,vec2,vec2); Step #5: int sparseTextureGradARB(f16sampler2DRect,vec2,vec2,vec2,out f16vec4); Step #5: f16vec4 textureGradClampARB(f16sampler2DRect,vec2,vec2,vec2,float); Step #5: int sparseTextureGradClampARB(f16sampler2DRect,vec2,vec2,vec2,float,out f16vec4); Step #5: f16vec4 textureGrad(f16sampler2DRect,f16vec2,f16vec2,f16vec2); Step #5: int sparseTextureGradARB(f16sampler2DRect,f16vec2,f16vec2,f16vec2,out f16vec4); Step #5: f16vec4 textureGradClampARB(f16sampler2DRect,f16vec2,f16vec2,f16vec2,float16_t); Step #5: int sparseTextureGradClampARB(f16sampler2DRect,f16vec2,f16vec2,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 texelFetch(f16sampler2DRect,ivec2); Step #5: int sparseTexelFetchARB(f16sampler2DRect,ivec2,out f16vec4); Step #5: f16vec4 texelFetch(f16sampler2DRect,ivec2); Step #5: int sparseTexelFetchARB(f16sampler2DRect,ivec2,out f16vec4); Step #5: f16vec4 texelGradFetch(f16sampler2DRect,ivec2,vec2,vec2); Step #5: int sparseTexelGradFetchARB(f16sampler2DRect,ivec2,vec2,vec2,out f16vec4); Step #5: f16vec4 texelGradFetch(f16sampler2DRect,ivec2,f16vec2,f16vec2); Step #5: int sparseTexelGradFetchARB(f16sampler2DRect,ivec2,f16vec2,f16vec2,out f16vec4); Step #5: f16vec4 textureOffset(f16sampler2DRect,vec2,ivec2); Step #5: int sparseTextureOffsetARB(f16sampler2DRect,vec2,ivec2,out f16vec4); Step #5: f16vec4 textureOffset(f16sampler2DRect,f16vec2,ivec2); Step #5: int sparseTextureOffsetARB(f16sampler2DRect,f16vec2,ivec2,out f16vec4); Step #5: f16vec4 textureGradOffset(f16sampler2DRect,vec2,vec2,vec2,ivec2); Step #5: int sparseTextureGradOffsetARB(f16sampler2DRect,vec2,vec2,vec2,ivec2,out f16vec4); Step #5: f16vec4 textureGradOffsetClampARB(f16sampler2DRect,vec2,vec2,vec2,ivec2,float); Step #5: int sparseTextureGradOffsetClampARB(f16sampler2DRect,vec2,vec2,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureGradOffset(f16sampler2DRect,f16vec2,f16vec2,f16vec2,ivec2); Step #5: int sparseTextureGradOffsetARB(f16sampler2DRect,f16vec2,f16vec2,f16vec2,ivec2,out f16vec4); Step #5: f16vec4 textureGradOffsetClampARB(f16sampler2DRect,f16vec2,f16vec2,f16vec2,ivec2,float16_t); Step #5: int sparseTextureGradOffsetClampARB(f16sampler2DRect,f16vec2,f16vec2,f16vec2,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texelFetchOffset(f16sampler2DRect,ivec2,ivec2); Step #5: int sparseTexelFetchOffsetARB(f16sampler2DRect,ivec2,ivec2,out f16vec4); Step #5: f16vec4 texelFetchOffset(f16sampler2DRect,ivec2,ivec2); Step #5: int sparseTexelFetchOffsetARB(f16sampler2DRect,ivec2,ivec2,out f16vec4); Step #5: f16vec4 texelGradFetchOffset(f16sampler2DRect,ivec2,vec2,vec2,ivec2); Step #5: int sparseTexelGradFetchOffsetARB(f16sampler2DRect,ivec2,vec2,vec2,ivec2,out f16vec4); Step #5: f16vec4 texelGradFetchOffset(f16sampler2DRect,ivec2,f16vec2,f16vec2,ivec2); Step #5: int sparseTexelGradFetchOffsetARB(f16sampler2DRect,ivec2,f16vec2,f16vec2,ivec2,out f16vec4); Step #5: f16vec4 textureProj(f16sampler2DRect,vec3); Step #5: f16vec4 textureProj(f16sampler2DRect,f16vec3); Step #5: f16vec4 textureProj(f16sampler2DRect,vec4); Step #5: f16vec4 textureProj(f16sampler2DRect,f16vec4); Step #5: f16vec4 textureProjGrad(f16sampler2DRect,vec3,vec2,vec2); Step #5: f16vec4 textureProjGrad(f16sampler2DRect,f16vec3,f16vec2,f16vec2); Step #5: f16vec4 textureProjGrad(f16sampler2DRect,vec4,vec2,vec2); Step #5: f16vec4 textureProjGrad(f16sampler2DRect,f16vec4,f16vec2,f16vec2); Step #5: f16vec4 texelProjFetch(f16sampler2DRect,ivec3); Step #5: f16vec4 texelProjFetch(f16sampler2DRect,ivec3); Step #5: f16vec4 texelProjFetch(f16sampler2DRect,vec4); Step #5: f16vec4 texelProjFetch(f16sampler2DRect,f16vec4); Step #5: f16vec4 texelProjGradFetch(f16sampler2DRect,ivec3,vec2,vec2); Step #5: f16vec4 texelProjGradFetch(f16sampler2DRect,ivec3,f16vec2,f16vec2); Step #5: f16vec4 texelProjGradFetch(f16sampler2DRect,vec4,vec2,vec2); Step #5: f16vec4 texelProjGradFetch(f16sampler2DRect,f16vec4,f16vec2,f16vec2); Step #5: f16vec4 textureProjOffset(f16sampler2DRect,vec3,ivec2); Step #5: f16vec4 textureProjOffset(f16sampler2DRect,f16vec3,ivec2); Step #5: f16vec4 textureProjOffset(f16sampler2DRect,vec4,ivec2); Step #5: f16vec4 textureProjOffset(f16sampler2DRect,f16vec4,ivec2); Step #5: f16vec4 textureProjGradOffset(f16sampler2DRect,vec3,vec2,vec2,ivec2); Step #5: f16vec4 textureProjGradOffset(f16sampler2DRect,f16vec3,f16vec2,f16vec2,ivec2); Step #5: f16vec4 textureProjGradOffset(f16sampler2DRect,vec4,vec2,vec2,ivec2); Step #5: f16vec4 textureProjGradOffset(f16sampler2DRect,f16vec4,f16vec2,f16vec2,ivec2); Step #5: f16vec4 texelProjFetchOffset(f16sampler2DRect,ivec3,ivec2); Step #5: f16vec4 texelProjFetchOffset(f16sampler2DRect,ivec3,ivec2); Step #5: f16vec4 texelProjFetchOffset(f16sampler2DRect,vec4,ivec2); Step #5: f16vec4 texelProjFetchOffset(f16sampler2DRect,f16vec4,ivec2); Step #5: f16vec4 textureGather(f16sampler2DRect,vec2); Step #5: int sparseTextureGatherARB(f16sampler2DRect,vec2,out f16vec4 ); Step #5: f16vec4 textureGather(f16sampler2DRect,vec2,int); Step #5: int sparseTextureGatherARB(f16sampler2DRect,vec2,out f16vec4 ,int); Step #5: f16vec4 textureGatherOffset(f16sampler2DRect,vec2,ivec2); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DRect,vec2,ivec2,out f16vec4 ); Step #5: f16vec4 textureGatherOffset(f16sampler2DRect,vec2,ivec2,int); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DRect,vec2,ivec2,out f16vec4 ,int); Step #5: f16vec4 textureGatherOffsets(f16sampler2DRect,vec2,ivec2[4]); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DRect,vec2,ivec2[4],out f16vec4 ); Step #5: f16vec4 textureGatherOffsets(f16sampler2DRect,vec2,ivec2[4],int); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DRect,vec2,ivec2[4],out f16vec4 ,int); Step #5: f16vec4 textureGather(f16sampler2DRect,f16vec2); Step #5: int sparseTextureGatherARB(f16sampler2DRect,f16vec2,out f16vec4 ); Step #5: f16vec4 textureGather(f16sampler2DRect,f16vec2,int); Step #5: int sparseTextureGatherARB(f16sampler2DRect,f16vec2,out f16vec4 ,int); Step #5: f16vec4 textureGatherOffset(f16sampler2DRect,f16vec2,ivec2); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DRect,f16vec2,ivec2,out f16vec4 ); Step #5: f16vec4 textureGatherOffset(f16sampler2DRect,f16vec2,ivec2,int); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DRect,f16vec2,ivec2,out f16vec4 ,int); Step #5: f16vec4 textureGatherOffsets(f16sampler2DRect,f16vec2,ivec2[4]); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DRect,f16vec2,ivec2[4],out f16vec4 ); Step #5: f16vec4 textureGatherOffsets(f16sampler2DRect,f16vec2,ivec2[4],int); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DRect,f16vec2,ivec2[4],out f16vec4 ,int); Step #5: f16vec4 texelFetch(f16texture2DRect,ivec2); Step #5: int sparseTexelFetchARB(f16texture2DRect,ivec2,out f16vec4); Step #5: f16vec4 texelFetch(f16texture2DRect,ivec2); Step #5: int sparseTexelFetchARB(f16texture2DRect,ivec2,out f16vec4); Step #5: f16vec4 texelFetchOffset(f16texture2DRect,ivec2,ivec2); Step #5: int sparseTexelFetchOffsetARB(f16texture2DRect,ivec2,ivec2,out f16vec4); Step #5: f16vec4 texelFetchOffset(f16texture2DRect,ivec2,ivec2); Step #5: int sparseTexelFetchOffsetARB(f16texture2DRect,ivec2,ivec2,out f16vec4); Step #5: ivec2 textureSize(f16texture2DRect); Step #5: int textureSize(samplerBuffer); Step #5: vec4 texelFetch(samplerBuffer,int); Step #5: vec4 texelFetch(textureBuffer,int); Step #5: int textureSize(textureBuffer); Step #5: int textureSize(isamplerBuffer); Step #5: ivec4 texelFetch(isamplerBuffer,int); Step #5: ivec4 texelFetch(itextureBuffer,int); Step #5: int textureSize(itextureBuffer); Step #5: int textureSize(usamplerBuffer); Step #5: uvec4 texelFetch(usamplerBuffer,int); Step #5: uvec4 texelFetch(utextureBuffer,int); Step #5: int textureSize(utextureBuffer); Step #5: int textureSize(f16samplerBuffer); Step #5: f16vec4 texelFetch(f16samplerBuffer,int); Step #5: f16vec4 texelFetch(f16samplerBuffer,int); Step #5: f16vec4 texelFetch(f16textureBuffer,int); Step #5: f16vec4 texelFetch(f16textureBuffer,int); Step #5: int textureSize(f16textureBuffer); Step #5: ivec2 textureSize(sampler1DArray,int); Step #5: int textureQueryLevels(sampler1DArray); Step #5: vec4 texture(sampler1DArray,vec2); Step #5: vec4 textureGrad(sampler1DArray,vec2,float,float); Step #5: vec4 textureGradClampARB(sampler1DArray,vec2,float,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 textureGradOffsetClampARB(sampler1DArray,vec2,float,float,int,float); 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: vec4 texelFetch(texture1DArray,ivec2,int); Step #5: vec4 texelFetchOffset(texture1DArray,ivec2,int,int); Step #5: ivec2 textureSize(texture1DArray,int); Step #5: int textureQueryLevels(texture1DArray); Step #5: ivec2 textureSize(isampler1DArray,int); Step #5: int textureQueryLevels(isampler1DArray); Step #5: ivec4 texture(isampler1DArray,vec2); Step #5: ivec4 textureGrad(isampler1DArray,vec2,float,float); Step #5: ivec4 textureGradClampARB(isampler1DArray,vec2,float,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 textureGradOffsetClampARB(isampler1DArray,vec2,float,float,int,float); 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: ivec4 texelFetch(itexture1DArray,ivec2,int); Step #5: ivec4 texelFetchOffset(itexture1DArray,ivec2,int,int); Step #5: ivec2 textureSize(itexture1DArray,int); Step #5: int textureQueryLevels(itexture1DArray); Step #5: ivec2 textureSize(usampler1DArray,int); Step #5: int textureQueryLevels(usampler1DArray); Step #5: uvec4 texture(usampler1DArray,vec2); Step #5: uvec4 textureGrad(usampler1DArray,vec2,float,float); Step #5: uvec4 textureGradClampARB(usampler1DArray,vec2,float,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 textureGradOffsetClampARB(usampler1DArray,vec2,float,float,int,float); 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: uvec4 texelFetch(utexture1DArray,ivec2,int); Step #5: uvec4 texelFetchOffset(utexture1DArray,ivec2,int,int); Step #5: ivec2 textureSize(utexture1DArray,int); Step #5: int textureQueryLevels(utexture1DArray); Step #5: ivec2 textureSize(f16sampler1DArray,int); Step #5: int textureQueryLevels(f16sampler1DArray); Step #5: f16vec4 texture(f16sampler1DArray,vec2); Step #5: f16vec4 texture(f16sampler1DArray,f16vec2); Step #5: f16vec4 textureGrad(f16sampler1DArray,vec2,float,float); Step #5: f16vec4 textureGradClampARB(f16sampler1DArray,vec2,float,float,float); Step #5: f16vec4 textureGrad(f16sampler1DArray,f16vec2,float16_t,float16_t); Step #5: f16vec4 textureGradClampARB(f16sampler1DArray,f16vec2,float16_t,float16_t,float16_t); Step #5: f16vec4 texelFetch(f16sampler1DArray,ivec2,int); Step #5: f16vec4 texelFetch(f16sampler1DArray,ivec2,int); Step #5: f16vec4 texelGradFetch(f16sampler1DArray,ivec2,int,float,float); Step #5: f16vec4 texelGradFetch(f16sampler1DArray,ivec2,int,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1DArray,vec2,int); Step #5: f16vec4 textureOffset(f16sampler1DArray,f16vec2,int); Step #5: f16vec4 textureGradOffset(f16sampler1DArray,vec2,float,float,int); Step #5: f16vec4 textureGradOffsetClampARB(f16sampler1DArray,vec2,float,float,int,float); Step #5: f16vec4 textureGradOffset(f16sampler1DArray,f16vec2,float16_t,float16_t,int); Step #5: f16vec4 textureGradOffsetClampARB(f16sampler1DArray,f16vec2,float16_t,float16_t,int,float16_t); Step #5: f16vec4 texelFetchOffset(f16sampler1DArray,ivec2,int,int); Step #5: f16vec4 texelFetchOffset(f16sampler1DArray,ivec2,int,int); Step #5: f16vec4 texelGradFetchOffset(f16sampler1DArray,ivec2,int,float,float,int); Step #5: f16vec4 texelGradFetchOffset(f16sampler1DArray,ivec2,int,float16_t,float16_t,int); Step #5: f16vec4 textureLod(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureLod(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureLodOffset(f16sampler1DArray,vec2,float,int); Step #5: f16vec4 textureLodOffset(f16sampler1DArray,f16vec2,float16_t,int); Step #5: f16vec4 texelFetch(f16texture1DArray,ivec2,int); Step #5: f16vec4 texelFetch(f16texture1DArray,ivec2,int); Step #5: f16vec4 texelFetchOffset(f16texture1DArray,ivec2,int,int); Step #5: f16vec4 texelFetchOffset(f16texture1DArray,ivec2,int,int); Step #5: ivec2 textureSize(f16texture1DArray,int); Step #5: int textureQueryLevels(f16texture1DArray); Step #5: ivec3 textureSize(sampler2DArray,int); Step #5: int textureQueryLevels(sampler2DArray); Step #5: vec4 texture(sampler2DArray,vec3); Step #5: int sparseTextureARB(sampler2DArray,vec3,out vec4); Step #5: vec4 textureGrad(sampler2DArray,vec3,vec2,vec2); Step #5: int sparseTextureGradARB(sampler2DArray,vec3,vec2,vec2,out vec4); Step #5: vec4 textureGradClampARB(sampler2DArray,vec3,vec2,vec2,float); Step #5: int sparseTextureGradClampARB(sampler2DArray,vec3,vec2,vec2,float,out vec4); Step #5: vec4 texelFetch(sampler2DArray,ivec3,int); Step #5: int sparseTexelFetchARB(sampler2DArray,ivec3,int,out vec4); Step #5: vec4 texelGradFetch(sampler2DArray,ivec3,int,vec2,vec2); Step #5: int sparseTexelGradFetchARB(sampler2DArray,ivec3,int,vec2,vec2,out vec4); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2); Step #5: int sparseTextureOffsetARB(sampler2DArray,vec3,ivec2,out vec4); Step #5: vec4 textureGradOffset(sampler2DArray,vec3,vec2,vec2,ivec2); Step #5: int sparseTextureGradOffsetARB(sampler2DArray,vec3,vec2,vec2,ivec2,out vec4); Step #5: vec4 textureGradOffsetClampARB(sampler2DArray,vec3,vec2,vec2,ivec2,float); Step #5: int sparseTextureGradOffsetClampARB(sampler2DArray,vec3,vec2,vec2,ivec2,float,out vec4); Step #5: vec4 texelFetchOffset(sampler2DArray,ivec3,int,ivec2); Step #5: int sparseTexelFetchOffsetARB(sampler2DArray,ivec3,int,ivec2,out vec4); Step #5: vec4 texelGradFetchOffset(sampler2DArray,ivec3,int,vec2,vec2,ivec2); Step #5: int sparseTexelGradFetchOffsetARB(sampler2DArray,ivec3,int,vec2,vec2,ivec2,out vec4); Step #5: vec4 textureLod(sampler2DArray,vec3,float); Step #5: int sparseTextureLodARB(sampler2DArray,vec3,float,out vec4); Step #5: vec4 textureLodOffset(sampler2DArray,vec3,float,ivec2); Step #5: int sparseTextureLodOffsetARB(sampler2DArray,vec3,float,ivec2,out vec4); Step #5: vec4 textureGather(sampler2DArray,vec3); Step #5: int sparseTextureGatherARB(sampler2DArray,vec3,out vec4 ); Step #5: vec4 textureGather(sampler2DArray,vec3,int); Step #5: int sparseTextureGatherARB(sampler2DArray,vec3,out vec4 ,int); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2); Step #5: int sparseTextureGatherOffsetARB(sampler2DArray,vec3,ivec2,out vec4 ); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int); Step #5: int sparseTextureGatherOffsetARB(sampler2DArray,vec3,ivec2,out vec4 ,int); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4]); Step #5: int sparseTextureGatherOffsetsARB(sampler2DArray,vec3,ivec2[4],out vec4 ); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int); Step #5: int sparseTextureGatherOffsetsARB(sampler2DArray,vec3,ivec2[4],out vec4 ,int); Step #5: vec4 textureGatherLodAMD(sampler2DArray,vec3,float); Step #5: int sparseTextureGatherLodAMD(sampler2DArray,vec3,float,out vec4 ); Step #5: vec4 textureGatherLodAMD(sampler2DArray,vec3,float,int); Step #5: int sparseTextureGatherLodAMD(sampler2DArray,vec3,float,out vec4 ,int); Step #5: vec4 textureGatherLodOffsetAMD(sampler2DArray,vec3,float,ivec2); Step #5: int sparseTextureGatherLodOffsetAMD(sampler2DArray,vec3,float,ivec2,out vec4 ); Step #5: vec4 textureGatherLodOffsetAMD(sampler2DArray,vec3,float,ivec2,int); Step #5: int sparseTextureGatherLodOffsetAMD(sampler2DArray,vec3,float,ivec2,out vec4 ,int); Step #5: vec4 textureGatherLodOffsetsAMD(sampler2DArray,vec3,float,ivec2[4]); Step #5: int sparseTextureGatherLodOffsetsAMD(sampler2DArray,vec3,float,ivec2[4],out vec4 ); Step #5: vec4 textureGatherLodOffsetsAMD(sampler2DArray,vec3,float,ivec2[4],int); Step #5: int sparseTextureGatherLodOffsetsAMD(sampler2DArray,vec3,float,ivec2[4],out vec4 ,int); Step #5: vec4 texelFetch(texture2DArray,ivec3,int); Step #5: int sparseTexelFetchARB(texture2DArray,ivec3,int,out vec4); Step #5: vec4 texelFetchOffset(texture2DArray,ivec3,int,ivec2); Step #5: int sparseTexelFetchOffsetARB(texture2DArray,ivec3,int,ivec2,out vec4); Step #5: ivec3 textureSize(texture2DArray,int); Step #5: int textureQueryLevels(texture2DArray); Step #5: ivec3 textureSize(isampler2DArray,int); Step #5: int textureQueryLevels(isampler2DArray); Step #5: ivec4 texture(isampler2DArray,vec3); Step #5: int sparseTextureARB(isampler2DArray,vec3,out ivec4); Step #5: ivec4 textureGrad(isampler2DArray,vec3,vec2,vec2); Step #5: int sparseTextureGradARB(isampler2DArray,vec3,vec2,vec2,out ivec4); Step #5: ivec4 textureGradClampARB(isampler2DArray,vec3,vec2,vec2,float); Step #5: int sparseTextureGradClampARB(isampler2DArray,vec3,vec2,vec2,float,out ivec4); Step #5: ivec4 texelFetch(isampler2DArray,ivec3,int); Step #5: int sparseTexelFetchARB(isampler2DArray,ivec3,int,out ivec4); Step #5: ivec4 texelGradFetch(isampler2DArray,ivec3,int,vec2,vec2); Step #5: int sparseTexelGradFetchARB(isampler2DArray,ivec3,int,vec2,vec2,out ivec4); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2); Step #5: int sparseTextureOffsetARB(isampler2DArray,vec3,ivec2,out ivec4); Step #5: ivec4 textureGradOffset(isampler2DArray,vec3,vec2,vec2,ivec2); Step #5: int sparseTextureGradOffsetARB(isampler2DArray,vec3,vec2,vec2,ivec2,out ivec4); Step #5: ivec4 textureGradOffsetClampARB(isampler2DArray,vec3,vec2,vec2,ivec2,float); Step #5: int sparseTextureGradOffsetClampARB(isampler2DArray,vec3,vec2,vec2,ivec2,float,out ivec4); Step #5: ivec4 texelFetchOffset(isampler2DArray,ivec3,int,ivec2); Step #5: int sparseTexelFetchOffsetARB(isampler2DArray,ivec3,int,ivec2,out ivec4); Step #5: ivec4 texelGradFetchOffset(isampler2DArray,ivec3,int,vec2,vec2,ivec2); Step #5: int sparseTexelGradFetchOffsetARB(isampler2DArray,ivec3,int,vec2,vec2,ivec2,out ivec4); Step #5: ivec4 textureLod(isampler2DArray,vec3,float); Step #5: int sparseTextureLodARB(isampler2DArray,vec3,float,out ivec4); Step #5: ivec4 textureLodOffset(isampler2DArray,vec3,float,ivec2); Step #5: int sparseTextureLodOffsetARB(isampler2DArray,vec3,float,ivec2,out ivec4); Step #5: ivec4 textureGather(isampler2DArray,vec3); Step #5: int sparseTextureGatherARB(isampler2DArray,vec3,out ivec4 ); Step #5: ivec4 textureGather(isampler2DArray,vec3,int); Step #5: int sparseTextureGatherARB(isampler2DArray,vec3,out ivec4 ,int); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2); Step #5: int sparseTextureGatherOffsetARB(isampler2DArray,vec3,ivec2,out ivec4 ); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int); Step #5: int sparseTextureGatherOffsetARB(isampler2DArray,vec3,ivec2,out ivec4 ,int); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4]); Step #5: int sparseTextureGatherOffsetsARB(isampler2DArray,vec3,ivec2[4],out ivec4 ); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int); Step #5: int sparseTextureGatherOffsetsARB(isampler2DArray,vec3,ivec2[4],out ivec4 ,int); Step #5: ivec4 textureGatherLodAMD(isampler2DArray,vec3,float); Step #5: int sparseTextureGatherLodAMD(isampler2DArray,vec3,float,out ivec4 ); Step #5: ivec4 textureGatherLodAMD(isampler2DArray,vec3,float,int); Step #5: int sparseTextureGatherLodAMD(isampler2DArray,vec3,float,out ivec4 ,int); Step #5: ivec4 textureGatherLodOffsetAMD(isampler2DArray,vec3,float,ivec2); Step #5: int sparseTextureGatherLodOffsetAMD(isampler2DArray,vec3,float,ivec2,out ivec4 ); Step #5: ivec4 textureGatherLodOffsetAMD(isampler2DArray,vec3,float,ivec2,int); Step #5: int sparseTextureGatherLodOffsetAMD(isampler2DArray,vec3,float,ivec2,out ivec4 ,int); Step #5: ivec4 textureGatherLodOffsetsAMD(isampler2DArray,vec3,float,ivec2[4]); Step #5: int sparseTextureGatherLodOffsetsAMD(isampler2DArray,vec3,float,ivec2[4],out ivec4 ); Step #5: ivec4 textureGatherLodOffsetsAMD(isampler2DArray,vec3,float,ivec2[4],int); Step #5: int sparseTextureGatherLodOffsetsAMD(isampler2DArray,vec3,float,ivec2[4],out ivec4 ,int); Step #5: ivec4 texelFetch(itexture2DArray,ivec3,int); Step #5: int sparseTexelFetchARB(itexture2DArray,ivec3,int,out ivec4); Step #5: ivec4 texelFetchOffset(itexture2DArray,ivec3,int,ivec2); Step #5: int sparseTexelFetchOffsetARB(itexture2DArray,ivec3,int,ivec2,out ivec4); Step #5: ivec3 textureSize(itexture2DArray,int); Step #5: int textureQueryLevels(itexture2DArray); Step #5: ivec3 textureSize(usampler2DArray,int); Step #5: int textureQueryLevels(usampler2DArray); Step #5: uvec4 texture(usampler2DArray,vec3); Step #5: int sparseTextureARB(usampler2DArray,vec3,out uvec4); Step #5: uvec4 textureGrad(usampler2DArray,vec3,vec2,vec2); Step #5: int sparseTextureGradARB(usampler2DArray,vec3,vec2,vec2,out uvec4); Step #5: uvec4 textureGradClampARB(usampler2DArray,vec3,vec2,vec2,float); Step #5: int sparseTextureGradClampARB(usampler2DArray,vec3,vec2,vec2,float,out uvec4); Step #5: uvec4 texelFetch(usampler2DArray,ivec3,int); Step #5: int sparseTexelFetchARB(usampler2DArray,ivec3,int,out uvec4); Step #5: uvec4 texelGradFetch(usampler2DArray,ivec3,int,vec2,vec2); Step #5: int sparseTexelGradFetchARB(usampler2DArray,ivec3,int,vec2,vec2,out uvec4); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2); Step #5: int sparseTextureOffsetARB(usampler2DArray,vec3,ivec2,out uvec4); Step #5: uvec4 textureGradOffset(usampler2DArray,vec3,vec2,vec2,ivec2); Step #5: int sparseTextureGradOffsetARB(usampler2DArray,vec3,vec2,vec2,ivec2,out uvec4); Step #5: uvec4 textureGradOffsetClampARB(usampler2DArray,vec3,vec2,vec2,ivec2,float); Step #5: int sparseTextureGradOffsetClampARB(usampler2DArray,vec3,vec2,vec2,ivec2,float,out uvec4); Step #5: uvec4 texelFetchOffset(usampler2DArray,ivec3,int,ivec2); Step #5: int sparseTexelFetchOffsetARB(usampler2DArray,ivec3,int,ivec2,out uvec4); Step #5: uvec4 texelGradFetchOffset(usampler2DArray,ivec3,int,vec2,vec2,ivec2); Step #5: int sparseTexelGradFetchOffsetARB(usampler2DArray,ivec3,int,vec2,vec2,ivec2,out uvec4); Step #5: uvec4 textureLod(usampler2DArray,vec3,float); Step #5: int sparseTextureLodARB(usampler2DArray,vec3,float,out uvec4); Step #5: uvec4 textureLodOffset(usampler2DArray,vec3,float,ivec2); Step #5: int sparseTextureLodOffsetARB(usampler2DArray,vec3,float,ivec2,out uvec4); Step #5: uvec4 textureGather(usampler2DArray,vec3); Step #5: int sparseTextureGatherARB(usampler2DArray,vec3,out uvec4 ); Step #5: uvec4 textureGather(usampler2DArray,vec3,int); Step #5: int sparseTextureGatherARB(usampler2DArray,vec3,out uvec4 ,int); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2); Step #5: int sparseTextureGatherOffsetARB(usampler2DArray,vec3,ivec2,out uvec4 ); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int); Step #5: int sparseTextureGatherOffsetARB(usampler2DArray,vec3,ivec2,out uvec4 ,int); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4]); Step #5: int sparseTextureGatherOffsetsARB(usampler2DArray,vec3,ivec2[4],out uvec4 ); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int); Step #5: int sparseTextureGatherOffsetsARB(usampler2DArray,vec3,ivec2[4],out uvec4 ,int); Step #5: uvec4 textureGatherLodAMD(usampler2DArray,vec3,float); Step #5: int sparseTextureGatherLodAMD(usampler2DArray,vec3,float,out uvec4 ); Step #5: uvec4 textureGatherLodAMD(usampler2DArray,vec3,float,int); Step #5: int sparseTextureGatherLodAMD(usampler2DArray,vec3,float,out uvec4 ,int); Step #5: uvec4 textureGatherLodOffsetAMD(usampler2DArray,vec3,float,ivec2); Step #5: int sparseTextureGatherLodOffsetAMD(usampler2DArray,vec3,float,ivec2,out uvec4 ); Step #5: uvec4 textureGatherLodOffsetAMD(usampler2DArray,vec3,float,ivec2,int); Step #5: int sparseTextureGatherLodOffsetAMD(usampler2DArray,vec3,float,ivec2,out uvec4 ,int); Step #5: uvec4 textureGatherLodOffsetsAMD(usampler2DArray,vec3,float,ivec2[4]); Step #5: int sparseTextureGatherLodOffsetsAMD(usampler2DArray,vec3,float,ivec2[4],out uvec4 ); Step #5: uvec4 textureGatherLodOffsetsAMD(usampler2DArray,vec3,float,ivec2[4],int); Step #5: int sparseTextureGatherLodOffsetsAMD(usampler2DArray,vec3,float,ivec2[4],out uvec4 ,int); Step #5: uvec4 texelFetch(utexture2DArray,ivec3,int); Step #5: int sparseTexelFetchARB(utexture2DArray,ivec3,int,out uvec4); Step #5: uvec4 texelFetchOffset(utexture2DArray,ivec3,int,ivec2); Step #5: int sparseTexelFetchOffsetARB(utexture2DArray,ivec3,int,ivec2,out uvec4); Step #5: ivec3 textureSize(utexture2DArray,int); Step #5: int textureQueryLevels(utexture2DArray); Step #5: ivec3 textureSize(f16sampler2DArray,int); Step #5: int textureQueryLevels(f16sampler2DArray); Step #5: f16vec4 texture(f16sampler2DArray,vec3); Step #5: int sparseTextureARB(f16sampler2DArray,vec3,out f16vec4); Step #5: f16vec4 texture(f16sampler2DArray,f16vec3); Step #5: int sparseTextureARB(f16sampler2DArray,f16vec3,out f16vec4); Step #5: f16vec4 textureGrad(f16sampler2DArray,vec3,vec2,vec2); Step #5: int sparseTextureGradARB(f16sampler2DArray,vec3,vec2,vec2,out f16vec4); Step #5: f16vec4 textureGradClampARB(f16sampler2DArray,vec3,vec2,vec2,float); Step #5: int sparseTextureGradClampARB(f16sampler2DArray,vec3,vec2,vec2,float,out f16vec4); Step #5: f16vec4 textureGrad(f16sampler2DArray,f16vec3,f16vec2,f16vec2); Step #5: int sparseTextureGradARB(f16sampler2DArray,f16vec3,f16vec2,f16vec2,out f16vec4); Step #5: f16vec4 textureGradClampARB(f16sampler2DArray,f16vec3,f16vec2,f16vec2,float16_t); Step #5: int sparseTextureGradClampARB(f16sampler2DArray,f16vec3,f16vec2,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 texelFetch(f16sampler2DArray,ivec3,int); Step #5: int sparseTexelFetchARB(f16sampler2DArray,ivec3,int,out f16vec4); Step #5: f16vec4 texelFetch(f16sampler2DArray,ivec3,int); Step #5: int sparseTexelFetchARB(f16sampler2DArray,ivec3,int,out f16vec4); Step #5: f16vec4 texelGradFetch(f16sampler2DArray,ivec3,int,vec2,vec2); Step #5: int sparseTexelGradFetchARB(f16sampler2DArray,ivec3,int,vec2,vec2,out f16vec4); Step #5: f16vec4 texelGradFetch(f16sampler2DArray,ivec3,int,f16vec2,f16vec2); Step #5: int sparseTexelGradFetchARB(f16sampler2DArray,ivec3,int,f16vec2,f16vec2,out f16vec4); Step #5: f16vec4 textureOffset(f16sampler2DArray,vec3,ivec2); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4); Step #5: f16vec4 textureOffset(f16sampler2DArray,f16vec3,ivec2); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4); Step #5: f16vec4 textureGradOffset(f16sampler2DArray,vec3,vec2,vec2,ivec2); Step #5: int sparseTextureGradOffsetARB(f16sampler2DArray,vec3,vec2,vec2,ivec2,out f16vec4); Step #5: f16vec4 textureGradOffsetClampARB(f16sampler2DArray,vec3,vec2,vec2,ivec2,float); Step #5: int sparseTextureGradOffsetClampARB(f16sampler2DArray,vec3,vec2,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureGradOffset(f16sampler2DArray,f16vec3,f16vec2,f16vec2,ivec2); Step #5: int sparseTextureGradOffsetARB(f16sampler2DArray,f16vec3,f16vec2,f16vec2,ivec2,out f16vec4); Step #5: f16vec4 textureGradOffsetClampARB(f16sampler2DArray,f16vec3,f16vec2,f16vec2,ivec2,float16_t); Step #5: int sparseTextureGradOffsetClampARB(f16sampler2DArray,f16vec3,f16vec2,f16vec2,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texelFetchOffset(f16sampler2DArray,ivec3,int,ivec2); Step #5: int sparseTexelFetchOffsetARB(f16sampler2DArray,ivec3,int,ivec2,out f16vec4); Step #5: f16vec4 texelFetchOffset(f16sampler2DArray,ivec3,int,ivec2); Step #5: int sparseTexelFetchOffsetARB(f16sampler2DArray,ivec3,int,ivec2,out f16vec4); Step #5: f16vec4 texelGradFetchOffset(f16sampler2DArray,ivec3,int,vec2,vec2,ivec2); Step #5: int sparseTexelGradFetchOffsetARB(f16sampler2DArray,ivec3,int,vec2,vec2,ivec2,out f16vec4); Step #5: f16vec4 texelGradFetchOffset(f16sampler2DArray,ivec3,int,f16vec2,f16vec2,ivec2); Step #5: int sparseTexelGradFetchOffsetARB(f16sampler2DArray,ivec3,int,f16vec2,f16vec2,ivec2,out f16vec4); Step #5: f16vec4 textureLod(f16sampler2DArray,vec3,float); Step #5: int sparseTextureLodARB(f16sampler2DArray,vec3,float,out f16vec4); Step #5: f16vec4 textureLod(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureLodARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureLodOffset(f16sampler2DArray,vec3,float,ivec2); Step #5: int sparseTextureLodOffsetARB(f16sampler2DArray,vec3,float,ivec2,out f16vec4); Step #5: f16vec4 textureLodOffset(f16sampler2DArray,f16vec3,float16_t,ivec2); Step #5: int sparseTextureLodOffsetARB(f16sampler2DArray,f16vec3,float16_t,ivec2,out f16vec4); Step #5: f16vec4 textureGather(f16sampler2DArray,vec3); Step #5: int sparseTextureGatherARB(f16sampler2DArray,vec3,out f16vec4 ); Step #5: f16vec4 textureGather(f16sampler2DArray,vec3,int); Step #5: int sparseTextureGatherARB(f16sampler2DArray,vec3,out f16vec4 ,int); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,vec3,ivec2); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4 ); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,vec3,ivec2,int); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4 ,int); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,vec3,ivec2[4]); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,vec3,ivec2[4],out f16vec4 ); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,vec3,ivec2[4],int); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,vec3,ivec2[4],out f16vec4 ,int); Step #5: f16vec4 textureGather(f16sampler2DArray,f16vec3); Step #5: int sparseTextureGatherARB(f16sampler2DArray,f16vec3,out f16vec4 ); Step #5: f16vec4 textureGather(f16sampler2DArray,f16vec3,int); Step #5: int sparseTextureGatherARB(f16sampler2DArray,f16vec3,out f16vec4 ,int); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,f16vec3,ivec2); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4 ); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,f16vec3,ivec2,int); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4 ,int); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,f16vec3,ivec2[4]); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,f16vec3,ivec2[4],out f16vec4 ); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,f16vec3,ivec2[4],int); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,f16vec3,ivec2[4],out f16vec4 ,int); Step #5: f16vec4 textureGatherLodAMD(f16sampler2DArray,vec3,float); Step #5: int sparseTextureGatherLodAMD(f16sampler2DArray,vec3,float,out f16vec4 ); Step #5: f16vec4 textureGatherLodAMD(f16sampler2DArray,vec3,float,int); Step #5: int sparseTextureGatherLodAMD(f16sampler2DArray,vec3,float,out f16vec4 ,int); Step #5: f16vec4 textureGatherLodOffsetAMD(f16sampler2DArray,vec3,float,ivec2); Step #5: int sparseTextureGatherLodOffsetAMD(f16sampler2DArray,vec3,float,ivec2,out f16vec4 ); Step #5: f16vec4 textureGatherLodOffsetAMD(f16sampler2DArray,vec3,float,ivec2,int); Step #5: int sparseTextureGatherLodOffsetAMD(f16sampler2DArray,vec3,float,ivec2,out f16vec4 ,int); Step #5: f16vec4 textureGatherLodOffsetsAMD(f16sampler2DArray,vec3,float,ivec2[4]); Step #5: int sparseTextureGatherLodOffsetsAMD(f16sampler2DArray,vec3,float,ivec2[4],out f16vec4 ); Step #5: f16vec4 textureGatherLodOffsetsAMD(f16sampler2DArray,vec3,float,ivec2[4],int); Step #5: int sparseTextureGatherLodOffsetsAMD(f16sampler2DArray,vec3,float,ivec2[4],out f16vec4 ,int); Step #5: f16vec4 textureGatherLodAMD(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureGatherLodAMD(f16sampler2DArray,f16vec3,float16_t,out f16vec4 ); Step #5: f16vec4 textureGatherLodAMD(f16sampler2DArray,f16vec3,float16_t,int); Step #5: int sparseTextureGatherLodAMD(f16sampler2DArray,f16vec3,float16_t,out f16vec4 ,int); Step #5: f16vec4 textureGatherLodOffsetAMD(f16sampler2DArray,f16vec3,float16_t,ivec2); Step #5: int sparseTextureGatherLodOffsetAMD(f16sampler2DArray,f16vec3,float16_t,ivec2,out f16vec4 ); Step #5: f16vec4 textureGatherLodOffsetAMD(f16sampler2DArray,f16vec3,float16_t,ivec2,int); Step #5: int sparseTextureGatherLodOffsetAMD(f16sampler2DArray,f16vec3,float16_t,ivec2,out f16vec4 ,int); Step #5: f16vec4 textureGatherLodOffsetsAMD(f16sampler2DArray,f16vec3,float16_t,ivec2[4]); Step #5: int sparseTextureGatherLodOffsetsAMD(f16sampler2DArray,f16vec3,float16_t,ivec2[4],out f16vec4 ); Step #5: f16vec4 textureGatherLodOffsetsAMD(f16sampler2DArray,f16vec3,float16_t,ivec2[4],int); Step #5: int sparseTextureGatherLodOffsetsAMD(f16sampler2DArray,f16vec3,float16_t,ivec2[4],out f16vec4 ,int); Step #5: f16vec4 texelFetch(f16texture2DArray,ivec3,int); Step #5: int sparseTexelFetchARB(f16texture2DArray,ivec3,int,out f16vec4); Step #5: f16vec4 texelFetch(f16texture2DArray,ivec3,int); Step #5: int sparseTexelFetchARB(f16texture2DArray,ivec3,int,out f16vec4); Step #5: f16vec4 texelFetchOffset(f16texture2DArray,ivec3,int,ivec2); Step #5: int sparseTexelFetchOffsetARB(f16texture2DArray,ivec3,int,ivec2,out f16vec4); Step #5: f16vec4 texelFetchOffset(f16texture2DArray,ivec3,int,ivec2); Step #5: int sparseTexelFetchOffsetARB(f16texture2DArray,ivec3,int,ivec2,out f16vec4); Step #5: ivec3 textureSize(f16texture2DArray,int); Step #5: int textureQueryLevels(f16texture2DArray); Step #5: ivec3 textureSize(samplerCubeArray,int); Step #5: int textureQueryLevels(samplerCubeArray); Step #5: vec4 texture(samplerCubeArray,vec4); Step #5: int sparseTextureARB(samplerCubeArray,vec4,out vec4); Step #5: vec4 textureGrad(samplerCubeArray,vec4,vec3,vec3); Step #5: int sparseTextureGradARB(samplerCubeArray,vec4,vec3,vec3,out vec4); Step #5: vec4 textureGradClampARB(samplerCubeArray,vec4,vec3,vec3,float); Step #5: int sparseTextureGradClampARB(samplerCubeArray,vec4,vec3,vec3,float,out vec4); Step #5: vec4 textureLod(samplerCubeArray,vec4,float); Step #5: int sparseTextureLodARB(samplerCubeArray,vec4,float,out vec4); Step #5: vec4 textureGather(samplerCubeArray,vec4); Step #5: int sparseTextureGatherARB(samplerCubeArray,vec4,out vec4 ); Step #5: vec4 textureGather(samplerCubeArray,vec4,int); Step #5: int sparseTextureGatherARB(samplerCubeArray,vec4,out vec4 ,int); Step #5: vec4 textureGatherLodAMD(samplerCubeArray,vec4,float); Step #5: int sparseTextureGatherLodAMD(samplerCubeArray,vec4,float,out vec4 ); Step #5: vec4 textureGatherLodAMD(samplerCubeArray,vec4,float,int); Step #5: int sparseTextureGatherLodAMD(samplerCubeArray,vec4,float,out vec4 ,int); Step #5: ivec3 textureSize(textureCubeArray,int); Step #5: int textureQueryLevels(textureCubeArray); Step #5: ivec3 textureSize(isamplerCubeArray,int); Step #5: int textureQueryLevels(isamplerCubeArray); Step #5: ivec4 texture(isamplerCubeArray,vec4); Step #5: int sparseTextureARB(isamplerCubeArray,vec4,out ivec4); Step #5: ivec4 textureGrad(isamplerCubeArray,vec4,vec3,vec3); Step #5: int sparseTextureGradARB(isamplerCubeArray,vec4,vec3,vec3,out ivec4); Step #5: ivec4 textureGradClampARB(isamplerCubeArray,vec4,vec3,vec3,float); Step #5: int sparseTextureGradClampARB(isamplerCubeArray,vec4,vec3,vec3,float,out ivec4); Step #5: ivec4 textureLod(isamplerCubeArray,vec4,float); Step #5: int sparseTextureLodARB(isamplerCubeArray,vec4,float,out ivec4); Step #5: ivec4 textureGather(isamplerCubeArray,vec4); Step #5: int sparseTextureGatherARB(isamplerCubeArray,vec4,out ivec4 ); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int); Step #5: int sparseTextureGatherARB(isamplerCubeArray,vec4,out ivec4 ,int); Step #5: ivec4 textureGatherLodAMD(isamplerCubeArray,vec4,float); Step #5: int sparseTextureGatherLodAMD(isamplerCubeArray,vec4,float,out ivec4 ); Step #5: ivec4 textureGatherLodAMD(isamplerCubeArray,vec4,float,int); Step #5: int sparseTextureGatherLodAMD(isamplerCubeArray,vec4,float,out ivec4 ,int); Step #5: ivec3 textureSize(itextureCubeArray,int); Step #5: int textureQueryLevels(itextureCubeArray); Step #5: ivec3 textureSize(usamplerCubeArray,int); Step #5: int textureQueryLevels(usamplerCubeArray); Step #5: uvec4 texture(usamplerCubeArray,vec4); Step #5: int sparseTextureARB(usamplerCubeArray,vec4,out uvec4); Step #5: uvec4 textureGrad(usamplerCubeArray,vec4,vec3,vec3); Step #5: int sparseTextureGradARB(usamplerCubeArray,vec4,vec3,vec3,out uvec4); Step #5: uvec4 textureGradClampARB(usamplerCubeArray,vec4,vec3,vec3,float); Step #5: int sparseTextureGradClampARB(usamplerCubeArray,vec4,vec3,vec3,float,out uvec4); Step #5: uvec4 textureLod(usamplerCubeArray,vec4,float); Step #5: int sparseTextureLodARB(usamplerCubeArray,vec4,float,out uvec4); Step #5: uvec4 textureGather(usamplerCubeArray,vec4); Step #5: int sparseTextureGatherARB(usamplerCubeArray,vec4,out uvec4 ); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int); Step #5: int sparseTextureGatherARB(usamplerCubeArray,vec4,out uvec4 ,int); Step #5: uvec4 textureGatherLodAMD(usamplerCubeArray,vec4,float); Step #5: int sparseTextureGatherLodAMD(usamplerCubeArray,vec4,float,out uvec4 ); Step #5: uvec4 textureGatherLodAMD(usamplerCubeArray,vec4,float,int); Step #5: int sparseTextureGatherLodAMD(usamplerCubeArray,vec4,float,out uvec4 ,int); Step #5: ivec3 textureSize(utextureCubeArray,int); Step #5: int textureQueryLevels(utextureCubeArray); Step #5: ivec3 textureSize(f16samplerCubeArray,int); Step #5: int textureQueryLevels(f16samplerCubeArray); Step #5: f16vec4 texture(f16samplerCubeArray,vec4); Step #5: int sparseTextureARB(f16samplerCubeArray,vec4,out f16vec4); Step #5: f16vec4 texture(f16samplerCubeArray,f16vec4); Step #5: int sparseTextureARB(f16samplerCubeArray,f16vec4,out f16vec4); Step #5: f16vec4 textureGrad(f16samplerCubeArray,vec4,vec3,vec3); Step #5: int sparseTextureGradARB(f16samplerCubeArray,vec4,vec3,vec3,out f16vec4); Step #5: f16vec4 textureGradClampARB(f16samplerCubeArray,vec4,vec3,vec3,float); Step #5: int sparseTextureGradClampARB(f16samplerCubeArray,vec4,vec3,vec3,float,out f16vec4); Step #5: f16vec4 textureGrad(f16samplerCubeArray,f16vec4,f16vec3,f16vec3); Step #5: int sparseTextureGradARB(f16samplerCubeArray,f16vec4,f16vec3,f16vec3,out f16vec4); Step #5: f16vec4 textureGradClampARB(f16samplerCubeArray,f16vec4,f16vec3,f16vec3,float16_t); Step #5: int sparseTextureGradClampARB(f16samplerCubeArray,f16vec4,f16vec3,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureLod(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureLodARB(f16samplerCubeArray,vec4,float,out f16vec4); Step #5: f16vec4 textureLod(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureLodARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4); Step #5: f16vec4 textureGather(f16samplerCubeArray,vec4); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,vec4,out f16vec4 ); Step #5: f16vec4 textureGather(f16samplerCubeArray,vec4,int); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,vec4,out f16vec4 ,int); Step #5: f16vec4 textureGather(f16samplerCubeArray,f16vec4); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,f16vec4,out f16vec4 ); Step #5: f16vec4 textureGather(f16samplerCubeArray,f16vec4,int); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,f16vec4,out f16vec4 ,int); Step #5: f16vec4 textureGatherLodAMD(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureGatherLodAMD(f16samplerCubeArray,vec4,float,out f16vec4 ); Step #5: f16vec4 textureGatherLodAMD(f16samplerCubeArray,vec4,float,int); Step #5: int sparseTextureGatherLodAMD(f16samplerCubeArray,vec4,float,out f16vec4 ,int); Step #5: f16vec4 textureGatherLodAMD(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureGatherLodAMD(f16samplerCubeArray,f16vec4,float16_t,out f16vec4 ); Step #5: f16vec4 textureGatherLodAMD(f16samplerCubeArray,f16vec4,float16_t,int); Step #5: int sparseTextureGatherLodAMD(f16samplerCubeArray,f16vec4,float16_t,out f16vec4 ,int); Step #5: ivec3 textureSize(f16textureCubeArray,int); Step #5: int textureQueryLevels(f16textureCubeArray); Step #5: ivec2 textureSize(sampler2DMS); Step #5: int textureSamples(sampler2DMS); Step #5: vec4 texelFetch(sampler2DMS,ivec2,int); Step #5: int sparseTexelFetchARB(sampler2DMS,ivec2,int,out vec4); Step #5: vec4 texelFetch(texture2DMS,ivec2,int); Step #5: int sparseTexelFetchARB(texture2DMS,ivec2,int,out vec4); Step #5: ivec2 textureSize(texture2DMS); Step #5: int textureSamples(texture2DMS); Step #5: ivec2 textureSize(isampler2DMS); Step #5: int textureSamples(isampler2DMS); Step #5: ivec4 texelFetch(isampler2DMS,ivec2,int); Step #5: int sparseTexelFetchARB(isampler2DMS,ivec2,int,out ivec4); Step #5: ivec4 texelFetch(itexture2DMS,ivec2,int); Step #5: int sparseTexelFetchARB(itexture2DMS,ivec2,int,out ivec4); Step #5: ivec2 textureSize(itexture2DMS); Step #5: int textureSamples(itexture2DMS); Step #5: ivec2 textureSize(usampler2DMS); Step #5: int textureSamples(usampler2DMS); Step #5: uvec4 texelFetch(usampler2DMS,ivec2,int); Step #5: int sparseTexelFetchARB(usampler2DMS,ivec2,int,out uvec4); Step #5: uvec4 texelFetch(utexture2DMS,ivec2,int); Step #5: int sparseTexelFetchARB(utexture2DMS,ivec2,int,out uvec4); Step #5: ivec2 textureSize(utexture2DMS); Step #5: int textureSamples(utexture2DMS); Step #5: ivec2 textureSize(f16sampler2DMS); Step #5: int textureSamples(f16sampler2DMS); Step #5: f16vec4 texelFetch(f16sampler2DMS,ivec2,int); Step #5: int sparseTexelFetchARB(f16sampler2DMS,ivec2,int,out f16vec4); Step #5: f16vec4 texelFetch(f16sampler2DMS,ivec2,int); Step #5: int sparseTexelFetchARB(f16sampler2DMS,ivec2,int,out f16vec4); Step #5: f16vec4 texelFetch(f16texture2DMS,ivec2,int); Step #5: int sparseTexelFetchARB(f16texture2DMS,ivec2,int,out f16vec4); Step #5: f16vec4 texelFetch(f16texture2DMS,ivec2,int); Step #5: int sparseTexelFetchARB(f16texture2DMS,ivec2,int,out f16vec4); Step #5: ivec2 textureSize(f16texture2DMS); Step #5: int textureSamples(f16texture2DMS); Step #5: ivec3 textureSize(sampler2DMSArray); Step #5: int textureSamples(sampler2DMSArray); Step #5: vec4 texelFetch(sampler2DMSArray,ivec3,int); Step #5: int sparseTexelFetchARB(sampler2DMSArray,ivec3,int,out vec4); Step #5: vec4 texelFetch(texture2DMSArray,ivec3,int); Step #5: int sparseTexelFetchARB(texture2DMSArray,ivec3,int,out vec4); Step #5: ivec3 textureSize(texture2DMSArray); Step #5: int textureSamples(texture2DMSArray); Step #5: ivec3 textureSize(isampler2DMSArray); Step #5: int textureSamples(isampler2DMSArray); Step #5: ivec4 texelFetch(isampler2DMSArray,ivec3,int); Step #5: int sparseTexelFetchARB(isampler2DMSArray,ivec3,int,out ivec4); Step #5: ivec4 texelFetch(itexture2DMSArray,ivec3,int); Step #5: int sparseTexelFetchARB(itexture2DMSArray,ivec3,int,out ivec4); Step #5: ivec3 textureSize(itexture2DMSArray); Step #5: int textureSamples(itexture2DMSArray); Step #5: ivec3 textureSize(usampler2DMSArray); Step #5: int textureSamples(usampler2DMSArray); Step #5: uvec4 texelFetch(usampler2DMSArray,ivec3,int); Step #5: int sparseTexelFetchARB(usampler2DMSArray,ivec3,int,out uvec4); Step #5: uvec4 texelFetch(utexture2DMSArray,ivec3,int); Step #5: int sparseTexelFetchARB(utexture2DMSArray,ivec3,int,out uvec4); Step #5: ivec3 textureSize(utexture2DMSArray); Step #5: int textureSamples(utexture2DMSArray); Step #5: ivec3 textureSize(f16sampler2DMSArray); Step #5: int textureSamples(f16sampler2DMSArray); Step #5: f16vec4 texelFetch(f16sampler2DMSArray,ivec3,int); Step #5: int sparseTexelFetchARB(f16sampler2DMSArray,ivec3,int,out f16vec4); Step #5: f16vec4 texelFetch(f16sampler2DMSArray,ivec3,int); Step #5: int sparseTexelFetchARB(f16sampler2DMSArray,ivec3,int,out f16vec4); Step #5: f16vec4 texelFetch(f16texture2DMSArray,ivec3,int); Step #5: int sparseTexelFetchARB(f16texture2DMSArray,ivec3,int,out f16vec4); Step #5: f16vec4 texelFetch(f16texture2DMSArray,ivec3,int); Step #5: int sparseTexelFetchARB(f16texture2DMSArray,ivec3,int,out f16vec4); Step #5: ivec3 textureSize(f16texture2DMSArray); Step #5: int textureSamples(f16texture2DMSArray); Step #5: int textureSize(sampler1DShadow,int); Step #5: int textureQueryLevels(sampler1DShadow); Step #5: float texture(sampler1DShadow,vec3); Step #5: float textureGrad(sampler1DShadow,vec3,float,float); Step #5: float textureGradClampARB(sampler1DShadow,vec3,float,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int); Step #5: float textureGradOffset(sampler1DShadow,vec3,float,float,int); Step #5: float textureGradOffsetClampARB(sampler1DShadow,vec3,float,float,int,float); 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: int textureSize(f16sampler1DShadow,int); Step #5: int textureQueryLevels(f16sampler1DShadow); Step #5: float16_t texture(f16sampler1DShadow,vec3); Step #5: float16_t texture(f16sampler1DShadow,f16vec2,float); Step #5: float16_t textureGrad(f16sampler1DShadow,vec3,float,float); Step #5: float16_t textureGradClampARB(f16sampler1DShadow,vec3,float,float,float); Step #5: float16_t textureGrad(f16sampler1DShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureGradClampARB(f16sampler1DShadow,f16vec2,float,float16_t,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DShadow,vec3,int); Step #5: float16_t textureOffset(f16sampler1DShadow,f16vec2,float,int); Step #5: float16_t textureGradOffset(f16sampler1DShadow,vec3,float,float,int); Step #5: float16_t textureGradOffsetClampARB(f16sampler1DShadow,vec3,float,float,int,float); Step #5: float16_t textureGradOffset(f16sampler1DShadow,f16vec2,float,float16_t,float16_t,int); Step #5: float16_t textureGradOffsetClampARB(f16sampler1DShadow,f16vec2,float,float16_t,float16_t,int,float16_t); Step #5: float16_t textureLod(f16sampler1DShadow,vec3,float); Step #5: float16_t textureLod(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureLodOffset(f16sampler1DShadow,vec3,float,int); Step #5: float16_t textureLodOffset(f16sampler1DShadow,f16vec2,float,float16_t,int); Step #5: float16_t textureProj(f16sampler1DShadow,vec4); Step #5: float16_t textureProj(f16sampler1DShadow,f16vec3,float); Step #5: float16_t textureProjGrad(f16sampler1DShadow,vec4,float,float); Step #5: float16_t textureProjGrad(f16sampler1DShadow,f16vec3,float,float16_t,float16_t); Step #5: float16_t textureProjOffset(f16sampler1DShadow,vec4,int); Step #5: float16_t textureProjOffset(f16sampler1DShadow,f16vec3,float,int); Step #5: float16_t textureProjGradOffset(f16sampler1DShadow,vec4,float,float,int); Step #5: float16_t textureProjGradOffset(f16sampler1DShadow,f16vec3,float,float16_t,float16_t,int); Step #5: float16_t textureProjLod(f16sampler1DShadow,vec4,float); Step #5: float16_t textureProjLod(f16sampler1DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjLodOffset(f16sampler1DShadow,vec4,float,int); Step #5: float16_t textureProjLodOffset(f16sampler1DShadow,f16vec3,float,float16_t,int); Step #5: ivec2 textureSize(sampler2DShadow,int); Step #5: int textureQueryLevels(sampler2DShadow); Step #5: float texture(sampler2DShadow,vec3); Step #5: int sparseTextureARB(sampler2DShadow,vec3,out float); Step #5: float textureGrad(sampler2DShadow,vec3,vec2,vec2); Step #5: int sparseTextureGradARB(sampler2DShadow,vec3,vec2,vec2,out float); Step #5: float textureGradClampARB(sampler2DShadow,vec3,vec2,vec2,float); Step #5: int sparseTextureGradClampARB(sampler2DShadow,vec3,vec2,vec2,float,out float); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2); Step #5: int sparseTextureOffsetARB(sampler2DShadow,vec3,ivec2,out float); Step #5: float textureGradOffset(sampler2DShadow,vec3,vec2,vec2,ivec2); Step #5: int sparseTextureGradOffsetARB(sampler2DShadow,vec3,vec2,vec2,ivec2,out float); Step #5: float textureGradOffsetClampARB(sampler2DShadow,vec3,vec2,vec2,ivec2,float); Step #5: int sparseTextureGradOffsetClampARB(sampler2DShadow,vec3,vec2,vec2,ivec2,float,out float); Step #5: float textureLod(sampler2DShadow,vec3,float); Step #5: int sparseTextureLodARB(sampler2DShadow,vec3,float,out float); Step #5: float textureLodOffset(sampler2DShadow,vec3,float,ivec2); Step #5: int sparseTextureLodOffsetARB(sampler2DShadow,vec3,float,ivec2,out float); 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: int sparseTextureGatherARB(sampler2DShadow,vec2,float,out vec4 ); Step #5: vec4 textureGatherOffset(sampler2DShadow,vec2,float,ivec2); Step #5: int sparseTextureGatherOffsetARB(sampler2DShadow,vec2,float,ivec2,out vec4 ); Step #5: vec4 textureGatherOffsets(sampler2DShadow,vec2,float,ivec2[4]); Step #5: int sparseTextureGatherOffsetsARB(sampler2DShadow,vec2,float,ivec2[4],out vec4 ); Step #5: ivec2 textureSize(f16sampler2DShadow,int); Step #5: int textureQueryLevels(f16sampler2DShadow); Step #5: float16_t texture(f16sampler2DShadow,vec3); Step #5: int sparseTextureARB(f16sampler2DShadow,vec3,out float16_t); Step #5: float16_t texture(f16sampler2DShadow,f16vec2,float); Step #5: int sparseTextureARB(f16sampler2DShadow,f16vec2,float,out float16_t); Step #5: float16_t textureGrad(f16sampler2DShadow,vec3,vec2,vec2); Step #5: int sparseTextureGradARB(f16sampler2DShadow,vec3,vec2,vec2,out float16_t); Step #5: float16_t textureGradClampARB(f16sampler2DShadow,vec3,vec2,vec2,float); Step #5: int sparseTextureGradClampARB(f16sampler2DShadow,vec3,vec2,vec2,float,out float16_t); Step #5: float16_t textureGrad(f16sampler2DShadow,f16vec2,float,f16vec2,f16vec2); Step #5: int sparseTextureGradARB(f16sampler2DShadow,f16vec2,float,f16vec2,f16vec2,out float16_t); Step #5: float16_t textureGradClampARB(f16sampler2DShadow,f16vec2,float,f16vec2,f16vec2,float16_t); Step #5: int sparseTextureGradClampARB(f16sampler2DShadow,f16vec2,float,f16vec2,f16vec2,float16_t,out float16_t); Step #5: float16_t textureOffset(f16sampler2DShadow,vec3,ivec2); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,vec3,ivec2,out float16_t); Step #5: float16_t textureOffset(f16sampler2DShadow,f16vec2,float,ivec2); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,f16vec2,float,ivec2,out float16_t); Step #5: float16_t textureGradOffset(f16sampler2DShadow,vec3,vec2,vec2,ivec2); Step #5: int sparseTextureGradOffsetARB(f16sampler2DShadow,vec3,vec2,vec2,ivec2,out float16_t); Step #5: float16_t textureGradOffsetClampARB(f16sampler2DShadow,vec3,vec2,vec2,ivec2,float); Step #5: int sparseTextureGradOffsetClampARB(f16sampler2DShadow,vec3,vec2,vec2,ivec2,float,out float16_t); Step #5: float16_t textureGradOffset(f16sampler2DShadow,f16vec2,float,f16vec2,f16vec2,ivec2); Step #5: int sparseTextureGradOffsetARB(f16sampler2DShadow,f16vec2,float,f16vec2,f16vec2,ivec2,out float16_t); Step #5: float16_t textureGradOffsetClampARB(f16sampler2DShadow,f16vec2,float,f16vec2,f16vec2,ivec2,float16_t); Step #5: int sparseTextureGradOffsetClampARB(f16sampler2DShadow,f16vec2,float,f16vec2,f16vec2,ivec2,float16_t,out float16_t); Step #5: float16_t textureLod(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureLodARB(f16sampler2DShadow,vec3,float,out float16_t); Step #5: float16_t textureLod(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureLodARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureLodOffset(f16sampler2DShadow,vec3,float,ivec2); Step #5: int sparseTextureLodOffsetARB(f16sampler2DShadow,vec3,float,ivec2,out float16_t); Step #5: float16_t textureLodOffset(f16sampler2DShadow,f16vec2,float,float16_t,ivec2); Step #5: int sparseTextureLodOffsetARB(f16sampler2DShadow,f16vec2,float,float16_t,ivec2,out float16_t); Step #5: float16_t textureProj(f16sampler2DShadow,vec4); Step #5: float16_t textureProj(f16sampler2DShadow,f16vec3,float); Step #5: float16_t textureProjGrad(f16sampler2DShadow,vec4,vec2,vec2); Step #5: float16_t textureProjGrad(f16sampler2DShadow,f16vec3,float,f16vec2,f16vec2); Step #5: float16_t textureProjOffset(f16sampler2DShadow,vec4,ivec2); Step #5: float16_t textureProjOffset(f16sampler2DShadow,f16vec3,float,ivec2); Step #5: float16_t textureProjGradOffset(f16sampler2DShadow,vec4,vec2,vec2,ivec2); Step #5: float16_t textureProjGradOffset(f16sampler2DShadow,f16vec3,float,f16vec2,f16vec2,ivec2); Step #5: float16_t textureProjLod(f16sampler2DShadow,vec4,float); Step #5: float16_t textureProjLod(f16sampler2DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjLodOffset(f16sampler2DShadow,vec4,float,ivec2); Step #5: float16_t textureProjLodOffset(f16sampler2DShadow,f16vec3,float,float16_t,ivec2); Step #5: f16vec4 textureGather(f16sampler2DShadow,vec2,float); Step #5: int sparseTextureGatherARB(f16sampler2DShadow,vec2,float,out f16vec4 ); Step #5: f16vec4 textureGatherOffset(f16sampler2DShadow,vec2,float,ivec2); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DShadow,vec2,float,ivec2,out f16vec4 ); Step #5: f16vec4 textureGatherOffsets(f16sampler2DShadow,vec2,float,ivec2[4]); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DShadow,vec2,float,ivec2[4],out f16vec4 ); Step #5: f16vec4 textureGather(f16sampler2DShadow,f16vec2,float); Step #5: int sparseTextureGatherARB(f16sampler2DShadow,f16vec2,float,out f16vec4 ); Step #5: f16vec4 textureGatherOffset(f16sampler2DShadow,f16vec2,float,ivec2); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DShadow,f16vec2,float,ivec2,out f16vec4 ); Step #5: f16vec4 textureGatherOffsets(f16sampler2DShadow,f16vec2,float,ivec2[4]); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DShadow,f16vec2,float,ivec2[4],out f16vec4 ); Step #5: ivec2 textureSize(samplerCubeShadow,int); Step #5: int textureQueryLevels(samplerCubeShadow); Step #5: float texture(samplerCubeShadow,vec4); Step #5: int sparseTextureARB(samplerCubeShadow,vec4,out float); Step #5: float textureGrad(samplerCubeShadow,vec4,vec3,vec3); Step #5: int sparseTextureGradARB(samplerCubeShadow,vec4,vec3,vec3,out float); Step #5: float textureGradClampARB(samplerCubeShadow,vec4,vec3,vec3,float); Step #5: int sparseTextureGradClampARB(samplerCubeShadow,vec4,vec3,vec3,float,out float); Step #5: vec4 textureGather(samplerCubeShadow,vec3,float); Step #5: int sparseTextureGatherARB(samplerCubeShadow,vec3,float,out vec4 ); Step #5: ivec2 textureSize(f16samplerCubeShadow,int); Step #5: int textureQueryLevels(f16samplerCubeShadow); Step #5: float16_t texture(f16samplerCubeShadow,vec4); Step #5: int sparseTextureARB(f16samplerCubeShadow,vec4,out float16_t); Step #5: float16_t texture(f16samplerCubeShadow,f16vec3,float); Step #5: int sparseTextureARB(f16samplerCubeShadow,f16vec3,float,out float16_t); Step #5: float16_t textureGrad(f16samplerCubeShadow,vec4,vec3,vec3); Step #5: int sparseTextureGradARB(f16samplerCubeShadow,vec4,vec3,vec3,out float16_t); Step #5: float16_t textureGradClampARB(f16samplerCubeShadow,vec4,vec3,vec3,float); Step #5: int sparseTextureGradClampARB(f16samplerCubeShadow,vec4,vec3,vec3,float,out float16_t); Step #5: float16_t textureGrad(f16samplerCubeShadow,f16vec3,float,f16vec3,f16vec3); Step #5: int sparseTextureGradARB(f16samplerCubeShadow,f16vec3,float,f16vec3,f16vec3,out float16_t); Step #5: float16_t textureGradClampARB(f16samplerCubeShadow,f16vec3,float,f16vec3,f16vec3,float16_t); Step #5: int sparseTextureGradClampARB(f16samplerCubeShadow,f16vec3,float,f16vec3,f16vec3,float16_t,out float16_t); Step #5: f16vec4 textureGather(f16samplerCubeShadow,vec3,float); Step #5: int sparseTextureGatherARB(f16samplerCubeShadow,vec3,float,out f16vec4 ); Step #5: f16vec4 textureGather(f16samplerCubeShadow,f16vec3,float); Step #5: int sparseTextureGatherARB(f16samplerCubeShadow,f16vec3,float,out f16vec4 ); Step #5: ivec2 textureSize(sampler2DRectShadow); Step #5: float texture(sampler2DRectShadow,vec3); Step #5: int sparseTextureARB(sampler2DRectShadow,vec3,out float); Step #5: float textureGrad(sampler2DRectShadow,vec3,vec2,vec2); Step #5: int sparseTextureGradARB(sampler2DRectShadow,vec3,vec2,vec2,out float); Step #5: float textureGradClampARB(sampler2DRectShadow,vec3,vec2,vec2,float); Step #5: int sparseTextureGradClampARB(sampler2DRectShadow,vec3,vec2,vec2,float,out float); Step #5: float textureOffset(sampler2DRectShadow,vec3,ivec2); Step #5: int sparseTextureOffsetARB(sampler2DRectShadow,vec3,ivec2,out float); Step #5: float textureGradOffset(sampler2DRectShadow,vec3,vec2,vec2,ivec2); Step #5: int sparseTextureGradOffsetARB(sampler2DRectShadow,vec3,vec2,vec2,ivec2,out float); Step #5: float textureGradOffsetClampARB(sampler2DRectShadow,vec3,vec2,vec2,ivec2,float); Step #5: int sparseTextureGradOffsetClampARB(sampler2DRectShadow,vec3,vec2,vec2,ivec2,float,out float); 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: int sparseTextureGatherARB(sampler2DRectShadow,vec2,float,out vec4 ); Step #5: vec4 textureGatherOffset(sampler2DRectShadow,vec2,float,ivec2); Step #5: int sparseTextureGatherOffsetARB(sampler2DRectShadow,vec2,float,ivec2,out vec4 ); Step #5: vec4 textureGatherOffsets(sampler2DRectShadow,vec2,float,ivec2[4]); Step #5: int sparseTextureGatherOffsetsARB(sampler2DRectShadow,vec2,float,ivec2[4],out vec4 ); Step #5: ivec2 textureSize(f16sampler2DRectShadow); Step #5: float16_t texture(f16sampler2DRectShadow,vec3); Step #5: int sparseTextureARB(f16sampler2DRectShadow,vec3,out float16_t); Step #5: float16_t texture(f16sampler2DRectShadow,f16vec2,float); Step #5: int sparseTextureARB(f16sampler2DRectShadow,f16vec2,float,out float16_t); Step #5: float16_t textureGrad(f16sampler2DRectShadow,vec3,vec2,vec2); Step #5: int sparseTextureGradARB(f16sampler2DRectShadow,vec3,vec2,vec2,out float16_t); Step #5: float16_t textureGradClampARB(f16sampler2DRectShadow,vec3,vec2,vec2,float); Step #5: int sparseTextureGradClampARB(f16sampler2DRectShadow,vec3,vec2,vec2,float,out float16_t); Step #5: float16_t textureGrad(f16sampler2DRectShadow,f16vec2,float,f16vec2,f16vec2); Step #5: int sparseTextureGradARB(f16sampler2DRectShadow,f16vec2,float,f16vec2,f16vec2,out float16_t); Step #5: float16_t textureGradClampARB(f16sampler2DRectShadow,f16vec2,float,f16vec2,f16vec2,float16_t); Step #5: int sparseTextureGradClampARB(f16sampler2DRectShadow,f16vec2,float,f16vec2,f16vec2,float16_t,out float16_t); Step #5: float16_t textureOffset(f16sampler2DRectShadow,vec3,ivec2); Step #5: int sparseTextureOffsetARB(f16sampler2DRectShadow,vec3,ivec2,out float16_t); Step #5: float16_t textureOffset(f16sampler2DRectShadow,f16vec2,float,ivec2); Step #5: int sparseTextureOffsetARB(f16sampler2DRectShadow,f16vec2,float,ivec2,out float16_t); Step #5: float16_t textureGradOffset(f16sampler2DRectShadow,vec3,vec2,vec2,ivec2); Step #5: int sparseTextureGradOffsetARB(f16sampler2DRectShadow,vec3,vec2,vec2,ivec2,out float16_t); Step #5: float16_t textureGradOffsetClampARB(f16sampler2DRectShadow,vec3,vec2,vec2,ivec2,float); Step #5: int sparseTextureGradOffsetClampARB(f16sampler2DRectShadow,vec3,vec2,vec2,ivec2,float,out float16_t); Step #5: float16_t textureGradOffset(f16sampler2DRectShadow,f16vec2,float,f16vec2,f16vec2,ivec2); Step #5: int sparseTextureGradOffsetARB(f16sampler2DRectShadow,f16vec2,float,f16vec2,f16vec2,ivec2,out float16_t); Step #5: float16_t textureGradOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,f16vec2,f16vec2,ivec2,float16_t); Step #5: int sparseTextureGradOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,f16vec2,f16vec2,ivec2,float16_t,out float16_t); Step #5: float16_t textureProj(f16sampler2DRectShadow,vec4); Step #5: float16_t textureProj(f16sampler2DRectShadow,f16vec3,float); Step #5: float16_t textureProjGrad(f16sampler2DRectShadow,vec4,vec2,vec2); Step #5: float16_t textureProjGrad(f16sampler2DRectShadow,f16vec3,float,f16vec2,f16vec2); Step #5: float16_t textureProjOffset(f16sampler2DRectShadow,vec4,ivec2); Step #5: float16_t textureProjOffset(f16sampler2DRectShadow,f16vec3,float,ivec2); Step #5: float16_t textureProjGradOffset(f16sampler2DRectShadow,vec4,vec2,vec2,ivec2); Step #5: float16_t textureProjGradOffset(f16sampler2DRectShadow,f16vec3,float,f16vec2,f16vec2,ivec2); Step #5: f16vec4 textureGather(f16sampler2DRectShadow,vec2,float); Step #5: int sparseTextureGatherARB(f16sampler2DRectShadow,vec2,float,out f16vec4 ); Step #5: f16vec4 textureGatherOffset(f16sampler2DRectShadow,vec2,float,ivec2); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DRectShadow,vec2,float,ivec2,out f16vec4 ); Step #5: f16vec4 textureGatherOffsets(f16sampler2DRectShadow,vec2,float,ivec2[4]); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DRectShadow,vec2,float,ivec2[4],out f16vec4 ); Step #5: f16vec4 textureGather(f16sampler2DRectShadow,f16vec2,float); Step #5: int sparseTextureGatherARB(f16sampler2DRectShadow,f16vec2,float,out f16vec4 ); Step #5: f16vec4 textureGatherOffset(f16sampler2DRectShadow,f16vec2,float,ivec2); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DRectShadow,f16vec2,float,ivec2,out f16vec4 ); Step #5: f16vec4 textureGatherOffsets(f16sampler2DRectShadow,f16vec2,float,ivec2[4]); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DRectShadow,f16vec2,float,ivec2[4],out f16vec4 ); Step #5: ivec2 textureSize(sampler1DArrayShadow,int); Step #5: int textureQueryLevels(sampler1DArrayShadow); Step #5: float texture(sampler1DArrayShadow,vec3); Step #5: float textureGrad(sampler1DArrayShadow,vec3,float,float); Step #5: float textureGradClampARB(sampler1DArrayShadow,vec3,float,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int); Step #5: float textureGradOffset(sampler1DArrayShadow,vec3,float,float,int); Step #5: float textureGradOffsetClampARB(sampler1DArrayShadow,vec3,float,float,int,float); Step #5: float textureLod(sampler1DArrayShadow,vec3,float); Step #5: float textureLodOffset(sampler1DArrayShadow,vec3,float,int); Step #5: ivec2 textureSize(f16sampler1DArrayShadow,int); Step #5: int textureQueryLevels(f16sampler1DArrayShadow); Step #5: float16_t texture(f16sampler1DArrayShadow,vec3); Step #5: float16_t texture(f16sampler1DArrayShadow,f16vec2,float); Step #5: float16_t textureGrad(f16sampler1DArrayShadow,vec3,float,float); Step #5: float16_t textureGradClampARB(f16sampler1DArrayShadow,vec3,float,float,float); Step #5: float16_t textureGrad(f16sampler1DArrayShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureGradClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,vec3,int); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,f16vec2,float,int); Step #5: float16_t textureGradOffset(f16sampler1DArrayShadow,vec3,float,float,int); Step #5: float16_t textureGradOffsetClampARB(f16sampler1DArrayShadow,vec3,float,float,int,float); Step #5: float16_t textureGradOffset(f16sampler1DArrayShadow,f16vec2,float,float16_t,float16_t,int); Step #5: float16_t textureGradOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t,float16_t,int,float16_t); Step #5: float16_t textureLod(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureLod(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureLodOffset(f16sampler1DArrayShadow,vec3,float,int); Step #5: float16_t textureLodOffset(f16sampler1DArrayShadow,f16vec2,float,float16_t,int); Step #5: ivec3 textureSize(sampler2DArrayShadow,int); Step #5: int textureQueryLevels(sampler2DArrayShadow); Step #5: float texture(sampler2DArrayShadow,vec4); Step #5: int sparseTextureARB(sampler2DArrayShadow,vec4,out float); Step #5: float textureGrad(sampler2DArrayShadow,vec4,vec2,vec2); Step #5: int sparseTextureGradARB(sampler2DArrayShadow,vec4,vec2,vec2,out float); Step #5: float textureGradClampARB(sampler2DArrayShadow,vec4,vec2,vec2,float); Step #5: int sparseTextureGradClampARB(sampler2DArrayShadow,vec4,vec2,vec2,float,out float); Step #5: float textureOffset(sampler2DArrayShadow,vec4,ivec2); Step #5: int sparseTextureOffsetARB(sampler2DArrayShadow,vec4,ivec2,out float); Step #5: float textureGradOffset(sampler2DArrayShadow,vec4,vec2,vec2,ivec2); Step #5: int sparseTextureGradOffsetARB(sampler2DArrayShadow,vec4,vec2,vec2,ivec2,out float); Step #5: float textureGradOffsetClampARB(sampler2DArrayShadow,vec4,vec2,vec2,ivec2,float); Step #5: int sparseTextureGradOffsetClampARB(sampler2DArrayShadow,vec4,vec2,vec2,ivec2,float,out float); Step #5: vec4 textureGather(sampler2DArrayShadow,vec3,float); Step #5: int sparseTextureGatherARB(sampler2DArrayShadow,vec3,float,out vec4 ); Step #5: vec4 textureGatherOffset(sampler2DArrayShadow,vec3,float,ivec2); Step #5: int sparseTextureGatherOffsetARB(sampler2DArrayShadow,vec3,float,ivec2,out vec4 ); Step #5: vec4 textureGatherOffsets(sampler2DArrayShadow,vec3,float,ivec2[4]); Step #5: int sparseTextureGatherOffsetsARB(sampler2DArrayShadow,vec3,float,ivec2[4],out vec4 ); Step #5: ivec3 textureSize(f16sampler2DArrayShadow,int); Step #5: int textureQueryLevels(f16sampler2DArrayShadow); Step #5: float16_t texture(f16sampler2DArrayShadow,vec4); Step #5: int sparseTextureARB(f16sampler2DArrayShadow,vec4,out float16_t); Step #5: float16_t texture(f16sampler2DArrayShadow,f16vec3,float); Step #5: int sparseTextureARB(f16sampler2DArrayShadow,f16vec3,float,out float16_t); Step #5: float16_t textureGrad(f16sampler2DArrayShadow,vec4,vec2,vec2); Step #5: int sparseTextureGradARB(f16sampler2DArrayShadow,vec4,vec2,vec2,out float16_t); Step #5: float16_t textureGradClampARB(f16sampler2DArrayShadow,vec4,vec2,vec2,float); Step #5: int sparseTextureGradClampARB(f16sampler2DArrayShadow,vec4,vec2,vec2,float,out float16_t); Step #5: float16_t textureGrad(f16sampler2DArrayShadow,f16vec3,float,f16vec2,f16vec2); Step #5: int sparseTextureGradARB(f16sampler2DArrayShadow,f16vec3,float,f16vec2,f16vec2,out float16_t); Step #5: float16_t textureGradClampARB(f16sampler2DArrayShadow,f16vec3,float,f16vec2,f16vec2,float16_t); Step #5: int sparseTextureGradClampARB(f16sampler2DArrayShadow,f16vec3,float,f16vec2,f16vec2,float16_t,out float16_t); Step #5: float16_t textureOffset(f16sampler2DArrayShadow,vec4,ivec2); Step #5: int sparseTextureOffsetARB(f16sampler2DArrayShadow,vec4,ivec2,out float16_t); Step #5: float16_t textureOffset(f16sampler2DArrayShadow,f16vec3,float,ivec2); Step #5: int sparseTextureOffsetARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,out float16_t); Step #5: float16_t textureGradOffset(f16sampler2DArrayShadow,vec4,vec2,vec2,ivec2); Step #5: int sparseTextureGradOffsetARB(f16sampler2DArrayShadow,vec4,vec2,vec2,ivec2,out float16_t); Step #5: float16_t textureGradOffsetClampARB(f16sampler2DArrayShadow,vec4,vec2,vec2,ivec2,float); Step #5: int sparseTextureGradOffsetClampARB(f16sampler2DArrayShadow,vec4,vec2,vec2,ivec2,float,out float16_t); Step #5: float16_t textureGradOffset(f16sampler2DArrayShadow,f16vec3,float,f16vec2,f16vec2,ivec2); Step #5: int sparseTextureGradOffsetARB(f16sampler2DArrayShadow,f16vec3,float,f16vec2,f16vec2,ivec2,out float16_t); Step #5: float16_t textureGradOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,f16vec2,f16vec2,ivec2,float16_t); Step #5: int sparseTextureGradOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,f16vec2,f16vec2,ivec2,float16_t,out float16_t); Step #5: f16vec4 textureGather(f16sampler2DArrayShadow,vec3,float); Step #5: int sparseTextureGatherARB(f16sampler2DArrayShadow,vec3,float,out f16vec4 ); Step #5: f16vec4 textureGatherOffset(f16sampler2DArrayShadow,vec3,float,ivec2); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArrayShadow,vec3,float,ivec2,out f16vec4 ); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArrayShadow,vec3,float,ivec2[4]); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArrayShadow,vec3,float,ivec2[4],out f16vec4 ); Step #5: f16vec4 textureGather(f16sampler2DArrayShadow,f16vec3,float); Step #5: int sparseTextureGatherARB(f16sampler2DArrayShadow,f16vec3,float,out f16vec4 ); Step #5: f16vec4 textureGatherOffset(f16sampler2DArrayShadow,f16vec3,float,ivec2); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,out f16vec4 ); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArrayShadow,f16vec3,float,ivec2[4]); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArrayShadow,f16vec3,float,ivec2[4],out f16vec4 ); Step #5: ivec3 textureSize(samplerCubeArrayShadow,int); Step #5: int textureQueryLevels(samplerCubeArrayShadow); Step #5: float texture(samplerCubeArrayShadow,vec4,float); Step #5: int sparseTextureARB(samplerCubeArrayShadow,vec4,float,out float); Step #5: float textureGrad(samplerCubeArrayShadow,vec4,float,vec3,vec3); Step #5: int sparseTextureGradARB(samplerCubeArrayShadow,vec4,float,vec3,vec3,out float); Step #5: float textureGradClampARB(samplerCubeArrayShadow,vec4,float,vec3,vec3,float); Step #5: int sparseTextureGradClampARB(samplerCubeArrayShadow,vec4,float,vec3,vec3,float,out float); Step #5: vec4 textureGather(samplerCubeArrayShadow,vec4,float); Step #5: int sparseTextureGatherARB(samplerCubeArrayShadow,vec4,float,out vec4 ); Step #5: ivec3 textureSize(f16samplerCubeArrayShadow,int); Step #5: int textureQueryLevels(f16samplerCubeArrayShadow); Step #5: float16_t texture(f16samplerCubeArrayShadow,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeArrayShadow,vec4,float,out float16_t); Step #5: float16_t texture(f16samplerCubeArrayShadow,f16vec4,float); Step #5: int sparseTextureARB(f16samplerCubeArrayShadow,f16vec4,float,out float16_t); Step #5: float16_t textureGrad(f16samplerCubeArrayShadow,vec4,float,vec3,vec3); Step #5: int sparseTextureGradARB(f16samplerCubeArrayShadow,vec4,float,vec3,vec3,out float16_t); Step #5: float16_t textureGradClampARB(f16samplerCubeArrayShadow,vec4,float,vec3,vec3,float); Step #5: int sparseTextureGradClampARB(f16samplerCubeArrayShadow,vec4,float,vec3,vec3,float,out float16_t); Step #5: float16_t textureGrad(f16samplerCubeArrayShadow,f16vec4,float,f16vec3,f16vec3); Step #5: int sparseTextureGradARB(f16samplerCubeArrayShadow,f16vec4,float,f16vec3,f16vec3,out float16_t); Step #5: float16_t textureGradClampARB(f16samplerCubeArrayShadow,f16vec4,float,f16vec3,f16vec3,float16_t); Step #5: int sparseTextureGradClampARB(f16samplerCubeArrayShadow,f16vec4,float,f16vec3,f16vec3,float16_t,out float16_t); Step #5: f16vec4 textureGather(f16samplerCubeArrayShadow,vec4,float); Step #5: int sparseTextureGatherARB(f16samplerCubeArrayShadow,vec4,float,out f16vec4 ); Step #5: f16vec4 textureGather(f16samplerCubeArrayShadow,f16vec4,float); Step #5: int sparseTextureGatherARB(f16samplerCubeArrayShadow,f16vec4,float,out f16vec4 ); Step #5: int imageSize(readonly writeonly volatile coherent nontemporal image1D); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image1D, int); Step #5: void imageStore(writeonly volatile coherent nontemporal image1D, int, vec4); Step #5: f16vec2 imageAtomicAdd(volatile coherent nontemporal image1D, int, f16vec2); Step #5: f16vec2 imageAtomicMin(volatile coherent nontemporal image1D, int, f16vec2); Step #5: f16vec2 imageAtomicMax(volatile coherent nontemporal image1D, int, f16vec2); Step #5: f16vec2 imageAtomicExchange(volatile coherent nontemporal image1D, int, f16vec2); Step #5: f16vec4 imageAtomicAdd(volatile coherent nontemporal image1D, int, f16vec4); Step #5: f16vec4 imageAtomicMin(volatile coherent nontemporal image1D, int, f16vec4); Step #5: f16vec4 imageAtomicMax(volatile coherent nontemporal image1D, int, f16vec4); Step #5: f16vec4 imageAtomicExchange(volatile coherent nontemporal image1D, int, f16vec4); Step #5: float imageAtomicAdd(volatile coherent nontemporal image1D, int, float); Step #5: float imageAtomicAdd(volatile coherent nontemporal image1D, int, float, int, int, int); Step #5: float imageAtomicExchange(volatile coherent nontemporal image1D, int, float); Step #5: float imageAtomicExchange(volatile coherent nontemporal image1D, int, float, int, int, int); Step #5: float imageAtomicLoad(readonly volatile coherent nontemporal image1D, int, int, int, int); Step #5: void imageAtomicStore(writeonly volatile coherent nontemporal image1D, int, float, int, int, int); Step #5: float imageAtomicMin(volatile coherent nontemporal image1D, int, float); Step #5: float imageAtomicMin(volatile coherent nontemporal image1D, int, float, int, int, int); Step #5: float imageAtomicMax(volatile coherent nontemporal image1D, int, float); Step #5: float imageAtomicMax(volatile coherent nontemporal image1D, int, float, int, int, int); Step #5: vec4 imageLoadLodAMD(readonly volatile coherent nontemporal image1D, int, int); Step #5: void imageStoreLodAMD(writeonly volatile coherent nontemporal image1D, int, int, vec4); Step #5: int imageSize(readonly writeonly volatile coherent nontemporal iimage1D); 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: ivec4 imageLoadLodAMD(readonly volatile coherent nontemporal iimage1D, int, int); Step #5: void imageStoreLodAMD(writeonly volatile coherent nontemporal iimage1D, int, int, ivec4); Step #5: int imageSize(readonly writeonly volatile coherent nontemporal uimage1D); 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: uvec4 imageLoadLodAMD(readonly volatile coherent nontemporal uimage1D, int, int); Step #5: void imageStoreLodAMD(writeonly volatile coherent nontemporal uimage1D, int, int, uvec4); Step #5: int imageSize(readonly writeonly volatile coherent nontemporal f16image1D); Step #5: f16vec4 imageLoad(readonly volatile coherent nontemporal f16image1D, int); Step #5: void imageStore(writeonly volatile coherent nontemporal f16image1D, int, f16vec4); Step #5: f16vec2 imageAtomicAdd(volatile coherent nontemporal f16image1D, int, f16vec2); Step #5: f16vec2 imageAtomicMin(volatile coherent nontemporal f16image1D, int, f16vec2); Step #5: f16vec2 imageAtomicMax(volatile coherent nontemporal f16image1D, int, f16vec2); Step #5: f16vec2 imageAtomicExchange(volatile coherent nontemporal f16image1D, int, f16vec2); Step #5: f16vec4 imageAtomicAdd(volatile coherent nontemporal f16image1D, int, f16vec4); Step #5: f16vec4 imageAtomicMin(volatile coherent nontemporal f16image1D, int, f16vec4); Step #5: f16vec4 imageAtomicMax(volatile coherent nontemporal f16image1D, int, f16vec4); Step #5: f16vec4 imageAtomicExchange(volatile coherent nontemporal f16image1D, int, f16vec4); Step #5: float imageAtomicAdd(volatile coherent nontemporal f16image1D, int, float); Step #5: float imageAtomicAdd(volatile coherent nontemporal f16image1D, int, float, int, int, int); Step #5: float imageAtomicExchange(volatile coherent nontemporal f16image1D, int, float); Step #5: float imageAtomicExchange(volatile coherent nontemporal f16image1D, int, float, int, int, int); Step #5: float imageAtomicLoad(readonly volatile coherent nontemporal f16image1D, int, int, int, int); Step #5: void imageAtomicStore(writeonly volatile coherent nontemporal f16image1D, int, float, int, int, int); Step #5: float imageAtomicMin(volatile coherent nontemporal f16image1D, int, float); Step #5: float imageAtomicMin(volatile coherent nontemporal f16image1D, int, float, int, int, int); Step #5: float imageAtomicMax(volatile coherent nontemporal f16image1D, int, float); Step #5: float imageAtomicMax(volatile coherent nontemporal f16image1D, int, float, int, int, int); Step #5: f16vec4 imageLoadLodAMD(readonly volatile coherent nontemporal f16image1D, int, int); Step #5: void imageStoreLodAMD(writeonly volatile coherent nontemporal f16image1D, int, int, f16vec4); Step #5: ivec2 imageSize(readonly writeonly volatile coherent nontemporal image2D); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal image2D, ivec2, vec4); Step #5: int sparseImageLoadARB(readonly volatile coherent nontemporal image2D, ivec2, out vec4); Step #5: f16vec2 imageAtomicAdd(volatile coherent nontemporal image2D, ivec2, f16vec2); Step #5: f16vec2 imageAtomicMin(volatile coherent nontemporal image2D, ivec2, f16vec2); Step #5: f16vec2 imageAtomicMax(volatile coherent nontemporal image2D, ivec2, f16vec2); Step #5: f16vec2 imageAtomicExchange(volatile coherent nontemporal image2D, ivec2, f16vec2); Step #5: f16vec4 imageAtomicAdd(volatile coherent nontemporal image2D, ivec2, f16vec4); Step #5: f16vec4 imageAtomicMin(volatile coherent nontemporal image2D, ivec2, f16vec4); Step #5: f16vec4 imageAtomicMax(volatile coherent nontemporal image2D, ivec2, f16vec4); Step #5: f16vec4 imageAtomicExchange(volatile coherent nontemporal image2D, ivec2, f16vec4); Step #5: float imageAtomicAdd(volatile coherent nontemporal image2D, ivec2, float); Step #5: float imageAtomicAdd(volatile coherent nontemporal image2D, ivec2, float, int, int, int); Step #5: float imageAtomicExchange(volatile coherent nontemporal image2D, ivec2, float); Step #5: float imageAtomicExchange(volatile coherent nontemporal image2D, ivec2, float, int, int, int); Step #5: float imageAtomicLoad(readonly volatile coherent nontemporal image2D, ivec2, int, int, int); Step #5: void imageAtomicStore(writeonly volatile coherent nontemporal image2D, ivec2, float, int, int, int); Step #5: float imageAtomicMin(volatile coherent nontemporal image2D, ivec2, float); Step #5: float imageAtomicMin(volatile coherent nontemporal image2D, ivec2, float, int, int, int); Step #5: float imageAtomicMax(volatile coherent nontemporal image2D, ivec2, float); Step #5: float imageAtomicMax(volatile coherent nontemporal image2D, ivec2, float, int, int, int); Step #5: vec4 imageLoadLodAMD(readonly volatile coherent nontemporal image2D, ivec2, int); Step #5: void imageStoreLodAMD(writeonly volatile coherent nontemporal image2D, ivec2, int, vec4); Step #5: int sparseImageLoadLodAMD(readonly volatile coherent nontemporal image2D, ivec2, int, out vec4); Step #5: ivec2 imageSize(readonly writeonly volatile coherent nontemporal iimage2D); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2D, ivec2, ivec4); Step #5: int sparseImageLoadARB(readonly volatile coherent nontemporal iimage2D, ivec2, out 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: ivec4 imageLoadLodAMD(readonly volatile coherent nontemporal iimage2D, ivec2, int); Step #5: void imageStoreLodAMD(writeonly volatile coherent nontemporal iimage2D, ivec2, int, ivec4); Step #5: int sparseImageLoadLodAMD(readonly volatile coherent nontemporal iimage2D, ivec2, int, out ivec4); Step #5: ivec2 imageSize(readonly writeonly volatile coherent nontemporal uimage2D); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2D, ivec2, uvec4); Step #5: int sparseImageLoadARB(readonly volatile coherent nontemporal uimage2D, ivec2, out 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: uvec4 imageLoadLodAMD(readonly volatile coherent nontemporal uimage2D, ivec2, int); Step #5: void imageStoreLodAMD(writeonly volatile coherent nontemporal uimage2D, ivec2, int, uvec4); Step #5: int sparseImageLoadLodAMD(readonly volatile coherent nontemporal uimage2D, ivec2, int, out uvec4); Step #5: ivec2 imageSize(readonly writeonly volatile coherent nontemporal f16image2D); Step #5: f16vec4 imageLoad(readonly volatile coherent nontemporal f16image2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal f16image2D, ivec2, f16vec4); Step #5: int sparseImageLoadARB(readonly volatile coherent nontemporal f16image2D, ivec2, out f16vec4); Step #5: f16vec2 imageAtomicAdd(volatile coherent nontemporal f16image2D, ivec2, f16vec2); Step #5: f16vec2 imageAtomicMin(volatile coherent nontemporal f16image2D, ivec2, f16vec2); Step #5: f16vec2 imageAtomicMax(volatile coherent nontemporal f16image2D, ivec2, f16vec2); Step #5: f16vec2 imageAtomicExchange(volatile coherent nontemporal f16image2D, ivec2, f16vec2); Step #5: f16vec4 imageAtomicAdd(volatile coherent nontemporal f16image2D, ivec2, f16vec4); Step #5: f16vec4 imageAtomicMin(volatile coherent nontemporal f16image2D, ivec2, f16vec4); Step #5: f16vec4 imageAtomicMax(volatile coherent nontemporal f16image2D, ivec2, f16vec4); Step #5: f16vec4 imageAtomicExchange(volatile coherent nontemporal f16image2D, ivec2, f16vec4); Step #5: float imageAtomicAdd(volatile coherent nontemporal f16image2D, ivec2, float); Step #5: float imageAtomicAdd(volatile coherent nontemporal f16image2D, ivec2, float, int, int, int); Step #5: float imageAtomicExchange(volatile coherent nontemporal f16image2D, ivec2, float); Step #5: float imageAtomicExchange(volatile coherent nontemporal f16image2D, ivec2, float, int, int, int); Step #5: float imageAtomicLoad(readonly volatile coherent nontemporal f16image2D, ivec2, int, int, int); Step #5: void imageAtomicStore(writeonly volatile coherent nontemporal f16image2D, ivec2, float, int, int, int); Step #5: float imageAtomicMin(volatile coherent nontemporal f16image2D, ivec2, float); Step #5: float imageAtomicMin(volatile coherent nontemporal f16image2D, ivec2, float, int, int, int); Step #5: float imageAtomicMax(volatile coherent nontemporal f16image2D, ivec2, float); Step #5: float imageAtomicMax(volatile coherent nontemporal f16image2D, ivec2, float, int, int, int); Step #5: f16vec4 imageLoadLodAMD(readonly volatile coherent nontemporal f16image2D, ivec2, int); Step #5: void imageStoreLodAMD(writeonly volatile coherent nontemporal f16image2D, ivec2, int, f16vec4); Step #5: int sparseImageLoadLodAMD(readonly volatile coherent nontemporal f16image2D, ivec2, int, out f16vec4); Step #5: ivec3 imageSize(readonly writeonly volatile coherent nontemporal image3D); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal image3D, ivec3, vec4); Step #5: int sparseImageLoadARB(readonly volatile coherent nontemporal image3D, ivec3, out vec4); Step #5: f16vec2 imageAtomicAdd(volatile coherent nontemporal image3D, ivec3, f16vec2); Step #5: f16vec2 imageAtomicMin(volatile coherent nontemporal image3D, ivec3, f16vec2); Step #5: f16vec2 imageAtomicMax(volatile coherent nontemporal image3D, ivec3, f16vec2); Step #5: f16vec2 imageAtomicExchange(volatile coherent nontemporal image3D, ivec3, f16vec2); Step #5: f16vec4 imageAtomicAdd(volatile coherent nontemporal image3D, ivec3, f16vec4); Step #5: f16vec4 imageAtomicMin(volatile coherent nontemporal image3D, ivec3, f16vec4); Step #5: f16vec4 imageAtomicMax(volatile coherent nontemporal image3D, ivec3, f16vec4); Step #5: f16vec4 imageAtomicExchange(volatile coherent nontemporal image3D, ivec3, f16vec4); Step #5: float imageAtomicAdd(volatile coherent nontemporal image3D, ivec3, float); Step #5: float imageAtomicAdd(volatile coherent nontemporal image3D, ivec3, float, int, int, int); Step #5: float imageAtomicExchange(volatile coherent nontemporal image3D, ivec3, float); Step #5: float imageAtomicExchange(volatile coherent nontemporal image3D, ivec3, float, int, int, int); Step #5: float imageAtomicLoad(readonly volatile coherent nontemporal image3D, ivec3, int, int, int); Step #5: void imageAtomicStore(writeonly volatile coherent nontemporal image3D, ivec3, float, int, int, int); Step #5: float imageAtomicMin(volatile coherent nontemporal image3D, ivec3, float); Step #5: float imageAtomicMin(volatile coherent nontemporal image3D, ivec3, float, int, int, int); Step #5: float imageAtomicMax(volatile coherent nontemporal image3D, ivec3, float); Step #5: float imageAtomicMax(volatile coherent nontemporal image3D, ivec3, float, int, int, int); Step #5: vec4 imageLoadLodAMD(readonly volatile coherent nontemporal image3D, ivec3, int); Step #5: void imageStoreLodAMD(writeonly volatile coherent nontemporal image3D, ivec3, int, vec4); Step #5: int sparseImageLoadLodAMD(readonly volatile coherent nontemporal image3D, ivec3, int, out vec4); Step #5: ivec3 imageSize(readonly writeonly volatile coherent nontemporal iimage3D); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage3D, ivec3, ivec4); Step #5: int sparseImageLoadARB(readonly volatile coherent nontemporal iimage3D, ivec3, out 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: ivec4 imageLoadLodAMD(readonly volatile coherent nontemporal iimage3D, ivec3, int); Step #5: void imageStoreLodAMD(writeonly volatile coherent nontemporal iimage3D, ivec3, int, ivec4); Step #5: int sparseImageLoadLodAMD(readonly volatile coherent nontemporal iimage3D, ivec3, int, out ivec4); Step #5: ivec3 imageSize(readonly writeonly volatile coherent nontemporal uimage3D); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage3D, ivec3, uvec4); Step #5: int sparseImageLoadARB(readonly volatile coherent nontemporal uimage3D, ivec3, out 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: uvec4 imageLoadLodAMD(readonly volatile coherent nontemporal uimage3D, ivec3, int); Step #5: void imageStoreLodAMD(writeonly volatile coherent nontemporal uimage3D, ivec3, int, uvec4); Step #5: int sparseImageLoadLodAMD(readonly volatile coherent nontemporal uimage3D, ivec3, int, out uvec4); Step #5: ivec3 imageSize(readonly writeonly volatile coherent nontemporal f16image3D); Step #5: f16vec4 imageLoad(readonly volatile coherent nontemporal f16image3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal f16image3D, ivec3, f16vec4); Step #5: int sparseImageLoadARB(readonly volatile coherent nontemporal f16image3D, ivec3, out f16vec4); Step #5: f16vec2 imageAtomicAdd(volatile coherent nontemporal f16image3D, ivec3, f16vec2); Step #5: f16vec2 imageAtomicMin(volatile coherent nontemporal f16image3D, ivec3, f16vec2); Step #5: f16vec2 imageAtomicMax(volatile coherent nontemporal f16image3D, ivec3, f16vec2); Step #5: f16vec2 imageAtomicExchange(volatile coherent nontemporal f16image3D, ivec3, f16vec2); Step #5: f16vec4 imageAtomicAdd(volatile coherent nontemporal f16image3D, ivec3, f16vec4); Step #5: f16vec4 imageAtomicMin(volatile coherent nontemporal f16image3D, ivec3, f16vec4); Step #5: f16vec4 imageAtomicMax(volatile coherent nontemporal f16image3D, ivec3, f16vec4); Step #5: f16vec4 imageAtomicExchange(volatile coherent nontemporal f16image3D, ivec3, f16vec4); Step #5: float imageAtomicAdd(volatile coherent nontemporal f16image3D, ivec3, float); Step #5: float imageAtomicAdd(volatile coherent nontemporal f16image3D, ivec3, float, int, int, int); Step #5: float imageAtomicExchange(volatile coherent nontemporal f16image3D, ivec3, float); Step #5: float imageAtomicExchange(volatile coherent nontemporal f16image3D, ivec3, float, int, int, int); Step #5: float imageAtomicLoad(readonly volatile coherent nontemporal f16image3D, ivec3, int, int, int); Step #5: void imageAtomicStore(writeonly volatile coherent nontemporal f16image3D, ivec3, float, int, int, int); Step #5: float imageAtomicMin(volatile coherent nontemporal f16image3D, ivec3, float); Step #5: float imageAtomicMin(volatile coherent nontemporal f16image3D, ivec3, float, int, int, int); Step #5: float imageAtomicMax(volatile coherent nontemporal f16image3D, ivec3, float); Step #5: float imageAtomicMax(volatile coherent nontemporal f16image3D, ivec3, float, int, int, int); Step #5: f16vec4 imageLoadLodAMD(readonly volatile coherent nontemporal f16image3D, ivec3, int); Step #5: void imageStoreLodAMD(writeonly volatile coherent nontemporal f16image3D, ivec3, int, f16vec4); Step #5: int sparseImageLoadLodAMD(readonly volatile coherent nontemporal f16image3D, ivec3, int, out f16vec4); Step #5: ivec2 imageSize(readonly writeonly volatile coherent nontemporal imageCube); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal imageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal imageCube, ivec3, vec4); Step #5: int sparseImageLoadARB(readonly volatile coherent nontemporal imageCube, ivec3, out vec4); Step #5: f16vec2 imageAtomicAdd(volatile coherent nontemporal imageCube, ivec3, f16vec2); Step #5: f16vec2 imageAtomicMin(volatile coherent nontemporal imageCube, ivec3, f16vec2); Step #5: f16vec2 imageAtomicMax(volatile coherent nontemporal imageCube, ivec3, f16vec2); Step #5: f16vec2 imageAtomicExchange(volatile coherent nontemporal imageCube, ivec3, f16vec2); Step #5: f16vec4 imageAtomicAdd(volatile coherent nontemporal imageCube, ivec3, f16vec4); Step #5: f16vec4 imageAtomicMin(volatile coherent nontemporal imageCube, ivec3, f16vec4); Step #5: f16vec4 imageAtomicMax(volatile coherent nontemporal imageCube, ivec3, f16vec4); Step #5: f16vec4 imageAtomicExchange(volatile coherent nontemporal imageCube, ivec3, f16vec4); Step #5: float imageAtomicAdd(volatile coherent nontemporal imageCube, ivec3, float); Step #5: float imageAtomicAdd(volatile coherent nontemporal imageCube, ivec3, float, int, int, int); Step #5: float imageAtomicExchange(volatile coherent nontemporal imageCube, ivec3, float); Step #5: float imageAtomicExchange(volatile coherent nontemporal imageCube, ivec3, float, int, int, int); Step #5: float imageAtomicLoad(readonly volatile coherent nontemporal imageCube, ivec3, int, int, int); Step #5: void imageAtomicStore(writeonly volatile coherent nontemporal imageCube, ivec3, float, int, int, int); Step #5: float imageAtomicMin(volatile coherent nontemporal imageCube, ivec3, float); Step #5: float imageAtomicMin(volatile coherent nontemporal imageCube, ivec3, float, int, int, int); Step #5: float imageAtomicMax(volatile coherent nontemporal imageCube, ivec3, float); Step #5: float imageAtomicMax(volatile coherent nontemporal imageCube, ivec3, float, int, int, int); Step #5: vec4 imageLoadLodAMD(readonly volatile coherent nontemporal imageCube, ivec3, int); Step #5: void imageStoreLodAMD(writeonly volatile coherent nontemporal imageCube, ivec3, int, vec4); Step #5: int sparseImageLoadLodAMD(readonly volatile coherent nontemporal imageCube, ivec3, int, out vec4); Step #5: ivec2 imageSize(readonly writeonly volatile coherent nontemporal iimageCube); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimageCube, ivec3, ivec4); Step #5: int sparseImageLoadARB(readonly volatile coherent nontemporal iimageCube, ivec3, out 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: ivec4 imageLoadLodAMD(readonly volatile coherent nontemporal iimageCube, ivec3, int); Step #5: void imageStoreLodAMD(writeonly volatile coherent nontemporal iimageCube, ivec3, int, ivec4); Step #5: int sparseImageLoadLodAMD(readonly volatile coherent nontemporal iimageCube, ivec3, int, out ivec4); Step #5: ivec2 imageSize(readonly writeonly volatile coherent nontemporal uimageCube); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimageCube, ivec3, uvec4); Step #5: int sparseImageLoadARB(readonly volatile coherent nontemporal uimageCube, ivec3, out 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: uvec4 imageLoadLodAMD(readonly volatile coherent nontemporal uimageCube, ivec3, int); Step #5: void imageStoreLodAMD(writeonly volatile coherent nontemporal uimageCube, ivec3, int, uvec4); Step #5: int sparseImageLoadLodAMD(readonly volatile coherent nontemporal uimageCube, ivec3, int, out uvec4); Step #5: ivec2 imageSize(readonly writeonly volatile coherent nontemporal f16imageCube); Step #5: f16vec4 imageLoad(readonly volatile coherent nontemporal f16imageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal f16imageCube, ivec3, f16vec4); Step #5: int sparseImageLoadARB(readonly volatile coherent nontemporal f16imageCube, ivec3, out f16vec4); Step #5: f16vec2 imageAtomicAdd(volatile coherent nontemporal f16imageCube, ivec3, f16vec2); Step #5: f16vec2 imageAtomicMin(volatile coherent nontemporal f16imageCube, ivec3, f16vec2); Step #5: f16vec2 imageAtomicMax(volatile coherent nontemporal f16imageCube, ivec3, f16vec2); Step #5: f16vec2 imageAtomicExchange(volatile coherent nontemporal f16imageCube, ivec3, f16vec2); Step #5: f16vec4 imageAtomicAdd(volatile coherent nontemporal f16imageCube, ivec3, f16vec4); Step #5: f16vec4 imageAtomicMin(volatile coherent nontemporal f16imageCube, ivec3, f16vec4); Step #5: f16vec4 imageAtomicMax(volatile coherent nontemporal f16imageCube, ivec3, f16vec4); Step #5: f16vec4 imageAtomicExchange(volatile coherent nontemporal f16imageCube, ivec3, f16vec4); Step #5: float imageAtomicAdd(volatile coherent nontemporal f16imageCube, ivec3, float); Step #5: float imageAtomicAdd(volatile coherent nontemporal f16imageCube, ivec3, float, int, int, int); Step #5: float imageAtomicExchange(volatile coherent nontemporal f16imageCube, ivec3, float); Step #5: float imageAtomicExchange(volatile coherent nontemporal f16imageCube, ivec3, float, int, int, int); Step #5: float imageAtomicLoad(readonly volatile coherent nontemporal f16imageCube, ivec3, int, int, int); Step #5: void imageAtomicStore(writeonly volatile coherent nontemporal f16imageCube, ivec3, float, int, int, int); Step #5: float imageAtomicMin(volatile coherent nontemporal f16imageCube, ivec3, float); Step #5: float imageAtomicMin(volatile coherent nontemporal f16imageCube, ivec3, float, int, int, int); Step #5: float imageAtomicMax(volatile coherent nontemporal f16imageCube, ivec3, float); Step #5: float imageAtomicMax(volatile coherent nontemporal f16imageCube, ivec3, float, int, int, int); Step #5: f16vec4 imageLoadLodAMD(readonly volatile coherent nontemporal f16imageCube, ivec3, int); Step #5: void imageStoreLodAMD(writeonly volatile coherent nontemporal f16imageCube, ivec3, int, f16vec4); Step #5: int sparseImageLoadLodAMD(readonly volatile coherent nontemporal f16imageCube, ivec3, int, out f16vec4); Step #5: ivec2 imageSize(readonly writeonly volatile coherent nontemporal image2DRect); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2DRect, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DRect, ivec2, vec4); Step #5: int sparseImageLoadARB(readonly volatile coherent nontemporal image2DRect, ivec2, out vec4); Step #5: f16vec2 imageAtomicAdd(volatile coherent nontemporal image2DRect, ivec2, f16vec2); Step #5: f16vec2 imageAtomicMin(volatile coherent nontemporal image2DRect, ivec2, f16vec2); Step #5: f16vec2 imageAtomicMax(volatile coherent nontemporal image2DRect, ivec2, f16vec2); Step #5: f16vec2 imageAtomicExchange(volatile coherent nontemporal image2DRect, ivec2, f16vec2); Step #5: f16vec4 imageAtomicAdd(volatile coherent nontemporal image2DRect, ivec2, f16vec4); Step #5: f16vec4 imageAtomicMin(volatile coherent nontemporal image2DRect, ivec2, f16vec4); Step #5: f16vec4 imageAtomicMax(volatile coherent nontemporal image2DRect, ivec2, f16vec4); Step #5: f16vec4 imageAtomicExchange(volatile coherent nontemporal image2DRect, ivec2, f16vec4); Step #5: float imageAtomicAdd(volatile coherent nontemporal image2DRect, ivec2, float); Step #5: float imageAtomicAdd(volatile coherent nontemporal image2DRect, ivec2, float, int, int, int); Step #5: float imageAtomicExchange(volatile coherent nontemporal image2DRect, ivec2, float); Step #5: float imageAtomicExchange(volatile coherent nontemporal image2DRect, ivec2, float, int, int, int); Step #5: float imageAtomicLoad(readonly volatile coherent nontemporal image2DRect, ivec2, int, int, int); Step #5: void imageAtomicStore(writeonly volatile coherent nontemporal image2DRect, ivec2, float, int, int, int); Step #5: float imageAtomicMin(volatile coherent nontemporal image2DRect, ivec2, float); Step #5: float imageAtomicMin(volatile coherent nontemporal image2DRect, ivec2, float, int, int, int); Step #5: float imageAtomicMax(volatile coherent nontemporal image2DRect, ivec2, float); Step #5: float imageAtomicMax(volatile coherent nontemporal image2DRect, ivec2, float, int, int, int); Step #5: ivec2 imageSize(readonly writeonly volatile coherent nontemporal iimage2DRect); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2DRect, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2DRect, ivec2, ivec4); Step #5: int sparseImageLoadARB(readonly volatile coherent nontemporal iimage2DRect, ivec2, out 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: ivec2 imageSize(readonly writeonly volatile coherent nontemporal uimage2DRect); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2DRect, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2DRect, ivec2, uvec4); Step #5: int sparseImageLoadARB(readonly volatile coherent nontemporal uimage2DRect, ivec2, out 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: ivec2 imageSize(readonly writeonly volatile coherent nontemporal f16image2DRect); Step #5: f16vec4 imageLoad(readonly volatile coherent nontemporal f16image2DRect, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal f16image2DRect, ivec2, f16vec4); Step #5: int sparseImageLoadARB(readonly volatile coherent nontemporal f16image2DRect, ivec2, out f16vec4); Step #5: f16vec2 imageAtomicAdd(volatile coherent nontemporal f16image2DRect, ivec2, f16vec2); Step #5: f16vec2 imageAtomicMin(volatile coherent nontemporal f16image2DRect, ivec2, f16vec2); Step #5: f16vec2 imageAtomicMax(volatile coherent nontemporal f16image2DRect, ivec2, f16vec2); Step #5: f16vec2 imageAtomicExchange(volatile coherent nontemporal f16image2DRect, ivec2, f16vec2); Step #5: f16vec4 imageAtomicAdd(volatile coherent nontemporal f16image2DRect, ivec2, f16vec4); Step #5: f16vec4 imageAtomicMin(volatile coherent nontemporal f16image2DRect, ivec2, f16vec4); Step #5: f16vec4 imageAtomicMax(volatile coherent nontemporal f16image2DRect, ivec2, f16vec4); Step #5: f16vec4 imageAtomicExchange(volatile coherent nontemporal f16image2DRect, ivec2, f16vec4); Step #5: float imageAtomicAdd(volatile coherent nontemporal f16image2DRect, ivec2, float); Step #5: float imageAtomicAdd(volatile coherent nontemporal f16image2DRect, ivec2, float, int, int, int); Step #5: float imageAtomicExchange(volatile coherent nontemporal f16image2DRect, ivec2, float); Step #5: float imageAtomicExchange(volatile coherent nontemporal f16image2DRect, ivec2, float, int, int, int); Step #5: float imageAtomicLoad(readonly volatile coherent nontemporal f16image2DRect, ivec2, int, int, int); Step #5: void imageAtomicStore(writeonly volatile coherent nontemporal f16image2DRect, ivec2, float, int, int, int); Step #5: float imageAtomicMin(volatile coherent nontemporal f16image2DRect, ivec2, float); Step #5: float imageAtomicMin(volatile coherent nontemporal f16image2DRect, ivec2, float, int, int, int); Step #5: float imageAtomicMax(volatile coherent nontemporal f16image2DRect, ivec2, float); Step #5: float imageAtomicMax(volatile coherent nontemporal f16image2DRect, ivec2, float, int, int, int); Step #5: int imageSize(readonly writeonly volatile coherent nontemporal imageBuffer); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal imageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal imageBuffer, int, vec4); Step #5: f16vec2 imageAtomicAdd(volatile coherent nontemporal imageBuffer, int, f16vec2); Step #5: f16vec2 imageAtomicMin(volatile coherent nontemporal imageBuffer, int, f16vec2); Step #5: f16vec2 imageAtomicMax(volatile coherent nontemporal imageBuffer, int, f16vec2); Step #5: f16vec2 imageAtomicExchange(volatile coherent nontemporal imageBuffer, int, f16vec2); Step #5: f16vec4 imageAtomicAdd(volatile coherent nontemporal imageBuffer, int, f16vec4); Step #5: f16vec4 imageAtomicMin(volatile coherent nontemporal imageBuffer, int, f16vec4); Step #5: f16vec4 imageAtomicMax(volatile coherent nontemporal imageBuffer, int, f16vec4); Step #5: f16vec4 imageAtomicExchange(volatile coherent nontemporal imageBuffer, int, f16vec4); Step #5: float imageAtomicAdd(volatile coherent nontemporal imageBuffer, int, float); Step #5: float imageAtomicAdd(volatile coherent nontemporal imageBuffer, int, float, int, int, int); Step #5: float imageAtomicExchange(volatile coherent nontemporal imageBuffer, int, float); Step #5: float imageAtomicExchange(volatile coherent nontemporal imageBuffer, int, float, int, int, int); Step #5: float imageAtomicLoad(readonly volatile coherent nontemporal imageBuffer, int, int, int, int); Step #5: void imageAtomicStore(writeonly volatile coherent nontemporal imageBuffer, int, float, int, int, int); Step #5: float imageAtomicMin(volatile coherent nontemporal imageBuffer, int, float); Step #5: float imageAtomicMin(volatile coherent nontemporal imageBuffer, int, float, int, int, int); Step #5: float imageAtomicMax(volatile coherent nontemporal imageBuffer, int, float); Step #5: float imageAtomicMax(volatile coherent nontemporal imageBuffer, int, float, int, int, int); Step #5: int imageSize(readonly writeonly volatile coherent nontemporal iimageBuffer); 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: int imageSize(readonly writeonly volatile coherent nontemporal uimageBuffer); 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: int imageSize(readonly writeonly volatile coherent nontemporal f16imageBuffer); Step #5: f16vec4 imageLoad(readonly volatile coherent nontemporal f16imageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal f16imageBuffer, int, f16vec4); Step #5: f16vec2 imageAtomicAdd(volatile coherent nontemporal f16imageBuffer, int, f16vec2); Step #5: f16vec2 imageAtomicMin(volatile coherent nontemporal f16imageBuffer, int, f16vec2); Step #5: f16vec2 imageAtomicMax(volatile coherent nontemporal f16imageBuffer, int, f16vec2); Step #5: f16vec2 imageAtomicExchange(volatile coherent nontemporal f16imageBuffer, int, f16vec2); Step #5: f16vec4 imageAtomicAdd(volatile coherent nontemporal f16imageBuffer, int, f16vec4); Step #5: f16vec4 imageAtomicMin(volatile coherent nontemporal f16imageBuffer, int, f16vec4); Step #5: f16vec4 imageAtomicMax(volatile coherent nontemporal f16imageBuffer, int, f16vec4); Step #5: f16vec4 imageAtomicExchange(volatile coherent nontemporal f16imageBuffer, int, f16vec4); Step #5: float imageAtomicAdd(volatile coherent nontemporal f16imageBuffer, int, float); Step #5: float imageAtomicAdd(volatile coherent nontemporal f16imageBuffer, int, float, int, int, int); Step #5: float imageAtomicExchange(volatile coherent nontemporal f16imageBuffer, int, float); Step #5: float imageAtomicExchange(volatile coherent nontemporal f16imageBuffer, int, float, int, int, int); Step #5: float imageAtomicLoad(readonly volatile coherent nontemporal f16imageBuffer, int, int, int, int); Step #5: void imageAtomicStore(writeonly volatile coherent nontemporal f16imageBuffer, int, float, int, int, int); Step #5: float imageAtomicMin(volatile coherent nontemporal f16imageBuffer, int, float); Step #5: float imageAtomicMin(volatile coherent nontemporal f16imageBuffer, int, float, int, int, int); Step #5: float imageAtomicMax(volatile coherent nontemporal f16imageBuffer, int, float); Step #5: float imageAtomicMax(volatile coherent nontemporal f16imageBuffer, int, float, int, int, int); Step #5: ivec2 imageSize(readonly writeonly volatile coherent nontemporal image1DArray); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image1DArray, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal image1DArray, ivec2, vec4); Step #5: f16vec2 imageAtomicAdd(volatile coherent nontemporal image1DArray, ivec2, f16vec2); Step #5: f16vec2 imageAtomicMin(volatile coherent nontemporal image1DArray, ivec2, f16vec2); Step #5: f16vec2 imageAtomicMax(volatile coherent nontemporal image1DArray, ivec2, f16vec2); Step #5: f16vec2 imageAtomicExchange(volatile coherent nontemporal image1DArray, ivec2, f16vec2); Step #5: f16vec4 imageAtomicAdd(volatile coherent nontemporal image1DArray, ivec2, f16vec4); Step #5: f16vec4 imageAtomicMin(volatile coherent nontemporal image1DArray, ivec2, f16vec4); Step #5: f16vec4 imageAtomicMax(volatile coherent nontemporal image1DArray, ivec2, f16vec4); Step #5: f16vec4 imageAtomicExchange(volatile coherent nontemporal image1DArray, ivec2, f16vec4); Step #5: float imageAtomicAdd(volatile coherent nontemporal image1DArray, ivec2, float); Step #5: float imageAtomicAdd(volatile coherent nontemporal image1DArray, ivec2, float, int, int, int); Step #5: float imageAtomicExchange(volatile coherent nontemporal image1DArray, ivec2, float); Step #5: float imageAtomicExchange(volatile coherent nontemporal image1DArray, ivec2, float, int, int, int); Step #5: float imageAtomicLoad(readonly volatile coherent nontemporal image1DArray, ivec2, int, int, int); Step #5: void imageAtomicStore(writeonly volatile coherent nontemporal image1DArray, ivec2, float, int, int, int); Step #5: float imageAtomicMin(volatile coherent nontemporal image1DArray, ivec2, float); Step #5: float imageAtomicMin(volatile coherent nontemporal image1DArray, ivec2, float, int, int, int); Step #5: float imageAtomicMax(volatile coherent nontemporal image1DArray, ivec2, float); Step #5: float imageAtomicMax(volatile coherent nontemporal image1DArray, ivec2, float, int, int, int); Step #5: vec4 imageLoadLodAMD(readonly volatile coherent nontemporal image1DArray, ivec2, int); Step #5: void imageStoreLodAMD(writeonly volatile coherent nontemporal image1DArray, ivec2, int, vec4); Step #5: ivec2 imageSize(readonly writeonly volatile coherent nontemporal iimage1DArray); 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: ivec4 imageLoadLodAMD(readonly volatile coherent nontemporal iimage1DArray, ivec2, int); Step #5: void imageStoreLodAMD(writeonly volatile coherent nontemporal iimage1DArray, ivec2, int, ivec4); Step #5: ivec2 imageSize(readonly writeonly volatile coherent nontemporal uimage1DArray); 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: uvec4 imageLoadLodAMD(readonly volatile coherent nontemporal uimage1DArray, ivec2, int); Step #5: void imageStoreLodAMD(writeonly volatile coherent nontemporal uimage1DArray, ivec2, int, uvec4); Step #5: ivec2 imageSize(readonly writeonly volatile coherent nontemporal f16image1DArray); Step #5: f16vec4 imageLoad(readonly volatile coherent nontemporal f16image1DArray, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal f16image1DArray, ivec2, f16vec4); Step #5: f16vec2 imageAtomicAdd(volatile coherent nontemporal f16image1DArray, ivec2, f16vec2); Step #5: f16vec2 imageAtomicMin(volatile coherent nontemporal f16image1DArray, ivec2, f16vec2); Step #5: f16vec2 imageAtomicMax(volatile coherent nontemporal f16image1DArray, ivec2, f16vec2); Step #5: f16vec2 imageAtomicExchange(volatile coherent nontemporal f16image1DArray, ivec2, f16vec2); Step #5: f16vec4 imageAtomicAdd(volatile coherent nontemporal f16image1DArray, ivec2, f16vec4); Step #5: f16vec4 imageAtomicMin(volatile coherent nontemporal f16image1DArray, ivec2, f16vec4); Step #5: f16vec4 imageAtomicMax(volatile coherent nontemporal f16image1DArray, ivec2, f16vec4); Step #5: f16vec4 imageAtomicExchange(volatile coherent nontemporal f16image1DArray, ivec2, f16vec4); Step #5: float imageAtomicAdd(volatile coherent nontemporal f16image1DArray, ivec2, float); Step #5: float imageAtomicAdd(volatile coherent nontemporal f16image1DArray, ivec2, float, int, int, int); Step #5: float imageAtomicExchange(volatile coherent nontemporal f16image1DArray, ivec2, float); Step #5: float imageAtomicExchange(volatile coherent nontemporal f16image1DArray, ivec2, float, int, int, int); Step #5: float imageAtomicLoad(readonly volatile coherent nontemporal f16image1DArray, ivec2, int, int, int); Step #5: void imageAtomicStore(writeonly volatile coherent nontemporal f16image1DArray, ivec2, float, int, int, int); Step #5: float imageAtomicMin(volatile coherent nontemporal f16image1DArray, ivec2, float); Step #5: float imageAtomicMin(volatile coherent nontemporal f16image1DArray, ivec2, float, int, int, int); Step #5: float imageAtomicMax(volatile coherent nontemporal f16image1DArray, ivec2, float); Step #5: float imageAtomicMax(volatile coherent nontemporal f16image1DArray, ivec2, float, int, int, int); Step #5: f16vec4 imageLoadLodAMD(readonly volatile coherent nontemporal f16image1DArray, ivec2, int); Step #5: void imageStoreLodAMD(writeonly volatile coherent nontemporal f16image1DArray, ivec2, int, f16vec4); Step #5: ivec3 imageSize(readonly writeonly volatile coherent nontemporal image2DArray); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DArray, ivec3, vec4); Step #5: int sparseImageLoadARB(readonly volatile coherent nontemporal image2DArray, ivec3, out vec4); Step #5: f16vec2 imageAtomicAdd(volatile coherent nontemporal image2DArray, ivec3, f16vec2); Step #5: f16vec2 imageAtomicMin(volatile coherent nontemporal image2DArray, ivec3, f16vec2); Step #5: f16vec2 imageAtomicMax(volatile coherent nontemporal image2DArray, ivec3, f16vec2); Step #5: f16vec2 imageAtomicExchange(volatile coherent nontemporal image2DArray, ivec3, f16vec2); Step #5: f16vec4 imageAtomicAdd(volatile coherent nontemporal image2DArray, ivec3, f16vec4); Step #5: f16vec4 imageAtomicMin(volatile coherent nontemporal image2DArray, ivec3, f16vec4); Step #5: f16vec4 imageAtomicMax(volatile coherent nontemporal image2DArray, ivec3, f16vec4); Step #5: f16vec4 imageAtomicExchange(volatile coherent nontemporal image2DArray, ivec3, f16vec4); Step #5: float imageAtomicAdd(volatile coherent nontemporal image2DArray, ivec3, float); Step #5: float imageAtomicAdd(volatile coherent nontemporal image2DArray, ivec3, float, int, int, int); Step #5: float imageAtomicExchange(volatile coherent nontemporal image2DArray, ivec3, float); Step #5: float imageAtomicExchange(volatile coherent nontemporal image2DArray, ivec3, float, int, int, int); Step #5: float imageAtomicLoad(readonly volatile coherent nontemporal image2DArray, ivec3, int, int, int); Step #5: void imageAtomicStore(writeonly volatile coherent nontemporal image2DArray, ivec3, float, int, int, int); Step #5: float imageAtomicMin(volatile coherent nontemporal image2DArray, ivec3, float); Step #5: float imageAtomicMin(volatile coherent nontemporal image2DArray, ivec3, float, int, int, int); Step #5: float imageAtomicMax(volatile coherent nontemporal image2DArray, ivec3, float); Step #5: float imageAtomicMax(volatile coherent nontemporal image2DArray, ivec3, float, int, int, int); Step #5: vec4 imageLoadLodAMD(readonly volatile coherent nontemporal image2DArray, ivec3, int); Step #5: void imageStoreLodAMD(writeonly volatile coherent nontemporal image2DArray, ivec3, int, vec4); Step #5: int sparseImageLoadLodAMD(readonly volatile coherent nontemporal image2DArray, ivec3, int, out vec4); Step #5: ivec3 imageSize(readonly writeonly volatile coherent nontemporal iimage2DArray); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2DArray, ivec3, ivec4); Step #5: int sparseImageLoadARB(readonly volatile coherent nontemporal iimage2DArray, ivec3, out 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: ivec4 imageLoadLodAMD(readonly volatile coherent nontemporal iimage2DArray, ivec3, int); Step #5: void imageStoreLodAMD(writeonly volatile coherent nontemporal iimage2DArray, ivec3, int, ivec4); Step #5: int sparseImageLoadLodAMD(readonly volatile coherent nontemporal iimage2DArray, ivec3, int, out ivec4); Step #5: ivec3 imageSize(readonly writeonly volatile coherent nontemporal uimage2DArray); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2DArray, ivec3, uvec4); Step #5: int sparseImageLoadARB(readonly volatile coherent nontemporal uimage2DArray, ivec3, out 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: uvec4 imageLoadLodAMD(readonly volatile coherent nontemporal uimage2DArray, ivec3, int); Step #5: void imageStoreLodAMD(writeonly volatile coherent nontemporal uimage2DArray, ivec3, int, uvec4); Step #5: int sparseImageLoadLodAMD(readonly volatile coherent nontemporal uimage2DArray, ivec3, int, out uvec4); Step #5: ivec3 imageSize(readonly writeonly volatile coherent nontemporal f16image2DArray); Step #5: f16vec4 imageLoad(readonly volatile coherent nontemporal f16image2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal f16image2DArray, ivec3, f16vec4); Step #5: int sparseImageLoadARB(readonly volatile coherent nontemporal f16image2DArray, ivec3, out f16vec4); Step #5: f16vec2 imageAtomicAdd(volatile coherent nontemporal f16image2DArray, ivec3, f16vec2); Step #5: f16vec2 imageAtomicMin(volatile coherent nontemporal f16image2DArray, ivec3, f16vec2); Step #5: f16vec2 imageAtomicMax(volatile coherent nontemporal f16image2DArray, ivec3, f16vec2); Step #5: f16vec2 imageAtomicExchange(volatile coherent nontemporal f16image2DArray, ivec3, f16vec2); Step #5: f16vec4 imageAtomicAdd(volatile coherent nontemporal f16image2DArray, ivec3, f16vec4); Step #5: f16vec4 imageAtomicMin(volatile coherent nontemporal f16image2DArray, ivec3, f16vec4); Step #5: f16vec4 imageAtomicMax(volatile coherent nontemporal f16image2DArray, ivec3, f16vec4); Step #5: f16vec4 imageAtomicExchange(volatile coherent nontemporal f16image2DArray, ivec3, f16vec4); Step #5: float imageAtomicAdd(volatile coherent nontemporal f16image2DArray, ivec3, float); Step #5: float imageAtomicAdd(volatile coherent nontemporal f16image2DArray, ivec3, float, int, int, int); Step #5: float imageAtomicExchange(volatile coherent nontemporal f16image2DArray, ivec3, float); Step #5: float imageAtomicExchange(volatile coherent nontemporal f16image2DArray, ivec3, float, int, int, int); Step #5: float imageAtomicLoad(readonly volatile coherent nontemporal f16image2DArray, ivec3, int, int, int); Step #5: void imageAtomicStore(writeonly volatile coherent nontemporal f16image2DArray, ivec3, float, int, int, int); Step #5: float imageAtomicMin(volatile coherent nontemporal f16image2DArray, ivec3, float); Step #5: float imageAtomicMin(volatile coherent nontemporal f16image2DArray, ivec3, float, int, int, int); Step #5: float imageAtomicMax(volatile coherent nontemporal f16image2DArray, ivec3, float); Step #5: float imageAtomicMax(volatile coherent nontemporal f16image2DArray, ivec3, float, int, int, int); Step #5: f16vec4 imageLoadLodAMD(readonly volatile coherent nontemporal f16image2DArray, ivec3, int); Step #5: void imageStoreLodAMD(writeonly volatile coherent nontemporal f16image2DArray, ivec3, int, f16vec4); Step #5: int sparseImageLoadLodAMD(readonly volatile coherent nontemporal f16image2DArray, ivec3, int, out f16vec4); Step #5: ivec3 imageSize(readonly writeonly volatile coherent nontemporal imageCubeArray); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal imageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal imageCubeArray, ivec3, vec4); Step #5: int sparseImageLoadARB(readonly volatile coherent nontemporal imageCubeArray, ivec3, out vec4); Step #5: f16vec2 imageAtomicAdd(volatile coherent nontemporal imageCubeArray, ivec3, f16vec2); Step #5: f16vec2 imageAtomicMin(volatile coherent nontemporal imageCubeArray, ivec3, f16vec2); Step #5: f16vec2 imageAtomicMax(volatile coherent nontemporal imageCubeArray, ivec3, f16vec2); Step #5: f16vec2 imageAtomicExchange(volatile coherent nontemporal imageCubeArray, ivec3, f16vec2); Step #5: f16vec4 imageAtomicAdd(volatile coherent nontemporal imageCubeArray, ivec3, f16vec4); Step #5: f16vec4 imageAtomicMin(volatile coherent nontemporal imageCubeArray, ivec3, f16vec4); Step #5: f16vec4 imageAtomicMax(volatile coherent nontemporal imageCubeArray, ivec3, f16vec4); Step #5: f16vec4 imageAtomicExchange(volatile coherent nontemporal imageCubeArray, ivec3, f16vec4); Step #5: float imageAtomicAdd(volatile coherent nontemporal imageCubeArray, ivec3, float); Step #5: float imageAtomicAdd(volatile coherent nontemporal imageCubeArray, ivec3, float, int, int, int); Step #5: float imageAtomicExchange(volatile coherent nontemporal imageCubeArray, ivec3, float); Step #5: float imageAtomicExchange(volatile coherent nontemporal imageCubeArray, ivec3, float, int, int, int); Step #5: float imageAtomicLoad(readonly volatile coherent nontemporal imageCubeArray, ivec3, int, int, int); Step #5: void imageAtomicStore(writeonly volatile coherent nontemporal imageCubeArray, ivec3, float, int, int, int); Step #5: float imageAtomicMin(volatile coherent nontemporal imageCubeArray, ivec3, float); Step #5: float imageAtomicMin(volatile coherent nontemporal imageCubeArray, ivec3, float, int, int, int); Step #5: float imageAtomicMax(volatile coherent nontemporal imageCubeArray, ivec3, float); Step #5: float imageAtomicMax(volatile coherent nontemporal imageCubeArray, ivec3, float, int, int, int); Step #5: vec4 imageLoadLodAMD(readonly volatile coherent nontemporal imageCubeArray, ivec3, int); Step #5: void imageStoreLodAMD(writeonly volatile coherent nontemporal imageCubeArray, ivec3, int, vec4); Step #5: int sparseImageLoadLodAMD(readonly volatile coherent nontemporal imageCubeArray, ivec3, int, out vec4); Step #5: ivec3 imageSize(readonly writeonly volatile coherent nontemporal iimageCubeArray); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimageCubeArray, ivec3, ivec4); Step #5: int sparseImageLoadARB(readonly volatile coherent nontemporal iimageCubeArray, ivec3, out 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: ivec4 imageLoadLodAMD(readonly volatile coherent nontemporal iimageCubeArray, ivec3, int); Step #5: void imageStoreLodAMD(writeonly volatile coherent nontemporal iimageCubeArray, ivec3, int, ivec4); Step #5: int sparseImageLoadLodAMD(readonly volatile coherent nontemporal iimageCubeArray, ivec3, int, out ivec4); Step #5: ivec3 imageSize(readonly writeonly volatile coherent nontemporal uimageCubeArray); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimageCubeArray, ivec3, uvec4); Step #5: int sparseImageLoadARB(readonly volatile coherent nontemporal uimageCubeArray, ivec3, out 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: uvec4 imageLoadLodAMD(readonly volatile coherent nontemporal uimageCubeArray, ivec3, int); Step #5: void imageStoreLodAMD(writeonly volatile coherent nontemporal uimageCubeArray, ivec3, int, uvec4); Step #5: int sparseImageLoadLodAMD(readonly volatile coherent nontemporal uimageCubeArray, ivec3, int, out uvec4); Step #5: ivec3 imageSize(readonly writeonly volatile coherent nontemporal f16imageCubeArray); Step #5: f16vec4 imageLoad(readonly volatile coherent nontemporal f16imageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal f16imageCubeArray, ivec3, f16vec4); Step #5: int sparseImageLoadARB(readonly volatile coherent nontemporal f16imageCubeArray, ivec3, out f16vec4); Step #5: f16vec2 imageAtomicAdd(volatile coherent nontemporal f16imageCubeArray, ivec3, f16vec2); Step #5: f16vec2 imageAtomicMin(volatile coherent nontemporal f16imageCubeArray, ivec3, f16vec2); Step #5: f16vec2 imageAtomicMax(volatile coherent nontemporal f16imageCubeArray, ivec3, f16vec2); Step #5: f16vec2 imageAtomicExchange(volatile coherent nontemporal f16imageCubeArray, ivec3, f16vec2); Step #5: f16vec4 imageAtomicAdd(volatile coherent nontemporal f16imageCubeArray, ivec3, f16vec4); Step #5: f16vec4 imageAtomicMin(volatile coherent nontemporal f16imageCubeArray, ivec3, f16vec4); Step #5: f16vec4 imageAtomicMax(volatile coherent nontemporal f16imageCubeArray, ivec3, f16vec4); Step #5: f16vec4 imageAtomicExchange(volatile coherent nontemporal f16imageCubeArray, ivec3, f16vec4); Step #5: float imageAtomicAdd(volatile coherent nontemporal f16imageCubeArray, ivec3, float); Step #5: float imageAtomicAdd(volatile coherent nontemporal f16imageCubeArray, ivec3, float, int, int, int); Step #5: float imageAtomicExchange(volatile coherent nontemporal f16imageCubeArray, ivec3, float); Step #5: float imageAtomicExchange(volatile coherent nontemporal f16imageCubeArray, ivec3, float, int, int, int); Step #5: float imageAtomicLoad(readonly volatile coherent nontemporal f16imageCubeArray, ivec3, int, int, int); Step #5: void imageAtomicStore(writeonly volatile coherent nontemporal f16imageCubeArray, ivec3, float, int, int, int); Step #5: float imageAtomicMin(volatile coherent nontemporal f16imageCubeArray, ivec3, float); Step #5: float imageAtomicMin(volatile coherent nontemporal f16imageCubeArray, ivec3, float, int, int, int); Step #5: float imageAtomicMax(volatile coherent nontemporal f16imageCubeArray, ivec3, float); Step #5: float imageAtomicMax(volatile coherent nontemporal f16imageCubeArray, ivec3, float, int, int, int); Step #5: f16vec4 imageLoadLodAMD(readonly volatile coherent nontemporal f16imageCubeArray, ivec3, int); Step #5: void imageStoreLodAMD(writeonly volatile coherent nontemporal f16imageCubeArray, ivec3, int, f16vec4); Step #5: int sparseImageLoadLodAMD(readonly volatile coherent nontemporal f16imageCubeArray, ivec3, int, out f16vec4); Step #5: ivec2 imageSize(readonly writeonly volatile coherent nontemporal image2DMS); Step #5: int imageSamples(readonly writeonly volatile coherent nontemporal image2DMS); 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: int sparseImageLoadARB(readonly volatile coherent nontemporal image2DMS, ivec2, int, out vec4); Step #5: f16vec2 imageAtomicAdd(volatile coherent nontemporal image2DMS, ivec2, int, f16vec2); Step #5: f16vec2 imageAtomicMin(volatile coherent nontemporal image2DMS, ivec2, int, f16vec2); Step #5: f16vec2 imageAtomicMax(volatile coherent nontemporal image2DMS, ivec2, int, f16vec2); Step #5: f16vec2 imageAtomicExchange(volatile coherent nontemporal image2DMS, ivec2, int, f16vec2); Step #5: f16vec4 imageAtomicAdd(volatile coherent nontemporal image2DMS, ivec2, int, f16vec4); Step #5: f16vec4 imageAtomicMin(volatile coherent nontemporal image2DMS, ivec2, int, f16vec4); Step #5: f16vec4 imageAtomicMax(volatile coherent nontemporal image2DMS, ivec2, int, f16vec4); Step #5: f16vec4 imageAtomicExchange(volatile coherent nontemporal image2DMS, ivec2, int, f16vec4); Step #5: float imageAtomicAdd(volatile coherent nontemporal image2DMS, ivec2, int, float); Step #5: float imageAtomicAdd(volatile coherent nontemporal image2DMS, ivec2, int, float, int, int, int); Step #5: float imageAtomicExchange(volatile coherent nontemporal image2DMS, ivec2, int, float); Step #5: float imageAtomicExchange(volatile coherent nontemporal image2DMS, ivec2, int, float, int, int, int); Step #5: float imageAtomicLoad(readonly volatile coherent nontemporal image2DMS, ivec2, int, int, int, int); Step #5: void imageAtomicStore(writeonly volatile coherent nontemporal image2DMS, ivec2, int, float, int, int, int); Step #5: float imageAtomicMin(volatile coherent nontemporal image2DMS, ivec2, int, float); Step #5: float imageAtomicMin(volatile coherent nontemporal image2DMS, ivec2, int, float, int, int, int); Step #5: float imageAtomicMax(volatile coherent nontemporal image2DMS, ivec2, int, float); Step #5: float imageAtomicMax(volatile coherent nontemporal image2DMS, ivec2, int, float, int, int, int); Step #5: ivec2 imageSize(readonly writeonly volatile coherent nontemporal iimage2DMS); Step #5: int imageSamples(readonly writeonly volatile coherent nontemporal iimage2DMS); 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: int sparseImageLoadARB(readonly volatile coherent nontemporal iimage2DMS, ivec2, int, out 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: ivec2 imageSize(readonly writeonly volatile coherent nontemporal uimage2DMS); Step #5: int imageSamples(readonly writeonly volatile coherent nontemporal uimage2DMS); 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: int sparseImageLoadARB(readonly volatile coherent nontemporal uimage2DMS, ivec2, int, out 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: ivec2 imageSize(readonly writeonly volatile coherent nontemporal f16image2DMS); Step #5: int imageSamples(readonly writeonly volatile coherent nontemporal f16image2DMS); Step #5: f16vec4 imageLoad(readonly volatile coherent nontemporal f16image2DMS, ivec2, int); Step #5: void imageStore(writeonly volatile coherent nontemporal f16image2DMS, ivec2, int, f16vec4); Step #5: int sparseImageLoadARB(readonly volatile coherent nontemporal f16image2DMS, ivec2, int, out f16vec4); Step #5: f16vec2 imageAtomicAdd(volatile coherent nontemporal f16image2DMS, ivec2, int, f16vec2); Step #5: f16vec2 imageAtomicMin(volatile coherent nontemporal f16image2DMS, ivec2, int, f16vec2); Step #5: f16vec2 imageAtomicMax(volatile coherent nontemporal f16image2DMS, ivec2, int, f16vec2); Step #5: f16vec2 imageAtomicExchange(volatile coherent nontemporal f16image2DMS, ivec2, int, f16vec2); Step #5: f16vec4 imageAtomicAdd(volatile coherent nontemporal f16image2DMS, ivec2, int, f16vec4); Step #5: f16vec4 imageAtomicMin(volatile coherent nontemporal f16image2DMS, ivec2, int, f16vec4); Step #5: f16vec4 imageAtomicMax(volatile coherent nontemporal f16image2DMS, ivec2, int, f16vec4); Step #5: f16vec4 imageAtomicExchange(volatile coherent nontemporal f16image2DMS, ivec2, int, f16vec4); Step #5: float imageAtomicAdd(volatile coherent nontemporal f16image2DMS, ivec2, int, float); Step #5: float imageAtomicAdd(volatile coherent nontemporal f16image2DMS, ivec2, int, float, int, int, int); Step #5: float imageAtomicExchange(volatile coherent nontemporal f16image2DMS, ivec2, int, float); Step #5: float imageAtomicExchange(volatile coherent nontemporal f16image2DMS, ivec2, int, float, int, int, int); Step #5: float imageAtomicLoad(readonly volatile coherent nontemporal f16image2DMS, ivec2, int, int, int, int); Step #5: void imageAtomicStore(writeonly volatile coherent nontemporal f16image2DMS, ivec2, int, float, int, int, int); Step #5: float imageAtomicMin(volatile coherent nontemporal f16image2DMS, ivec2, int, float); Step #5: float imageAtomicMin(volatile coherent nontemporal f16image2DMS, ivec2, int, float, int, int, int); Step #5: float imageAtomicMax(volatile coherent nontemporal f16image2DMS, ivec2, int, float); Step #5: float imageAtomicMax(volatile coherent nontemporal f16image2DMS, ivec2, int, float, int, int, int); Step #5: ivec3 imageSize(readonly writeonly volatile coherent nontemporal image2DMSArray); Step #5: int imageSamples(readonly writeonly volatile coherent nontemporal image2DMSArray); 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: int sparseImageLoadARB(readonly volatile coherent nontemporal image2DMSArray, ivec3, int, out vec4); Step #5: f16vec2 imageAtomicAdd(volatile coherent nontemporal image2DMSArray, ivec3, int, f16vec2); Step #5: f16vec2 imageAtomicMin(volatile coherent nontemporal image2DMSArray, ivec3, int, f16vec2); Step #5: f16vec2 imageAtomicMax(volatile coherent nontemporal image2DMSArray, ivec3, int, f16vec2); Step #5: f16vec2 imageAtomicExchange(volatile coherent nontemporal image2DMSArray, ivec3, int, f16vec2); Step #5: f16vec4 imageAtomicAdd(volatile coherent nontemporal image2DMSArray, ivec3, int, f16vec4); Step #5: f16vec4 imageAtomicMin(volatile coherent nontemporal image2DMSArray, ivec3, int, f16vec4); Step #5: f16vec4 imageAtomicMax(volatile coherent nontemporal image2DMSArray, ivec3, int, f16vec4); Step #5: f16vec4 imageAtomicExchange(volatile coherent nontemporal image2DMSArray, ivec3, int, f16vec4); Step #5: float imageAtomicAdd(volatile coherent nontemporal image2DMSArray, ivec3, int, float); Step #5: float imageAtomicAdd(volatile coherent nontemporal image2DMSArray, ivec3, int, float, int, int, int); Step #5: float imageAtomicExchange(volatile coherent nontemporal image2DMSArray, ivec3, int, float); Step #5: float imageAtomicExchange(volatile coherent nontemporal image2DMSArray, ivec3, int, float, int, int, int); Step #5: float imageAtomicLoad(readonly volatile coherent nontemporal image2DMSArray, ivec3, int, int, int, int); Step #5: void imageAtomicStore(writeonly volatile coherent nontemporal image2DMSArray, ivec3, int, float, int, int, int); Step #5: float imageAtomicMin(volatile coherent nontemporal image2DMSArray, ivec3, int, float); Step #5: float imageAtomicMin(volatile coherent nontemporal image2DMSArray, ivec3, int, float, int, int, int); Step #5: float imageAtomicMax(volatile coherent nontemporal image2DMSArray, ivec3, int, float); Step #5: float imageAtomicMax(volatile coherent nontemporal image2DMSArray, ivec3, int, float, int, int, int); Step #5: ivec3 imageSize(readonly writeonly volatile coherent nontemporal iimage2DMSArray); Step #5: int imageSamples(readonly writeonly volatile coherent nontemporal iimage2DMSArray); 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: int sparseImageLoadARB(readonly volatile coherent nontemporal iimage2DMSArray, ivec3, int, out 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: ivec3 imageSize(readonly writeonly volatile coherent nontemporal uimage2DMSArray); Step #5: int imageSamples(readonly writeonly volatile coherent nontemporal uimage2DMSArray); 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: int sparseImageLoadARB(readonly volatile coherent nontemporal uimage2DMSArray, ivec3, int, out 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: ivec3 imageSize(readonly writeonly volatile coherent nontemporal f16image2DMSArray); Step #5: int imageSamples(readonly writeonly volatile coherent nontemporal f16image2DMSArray); Step #5: f16vec4 imageLoad(readonly volatile coherent nontemporal f16image2DMSArray, ivec3, int); Step #5: void imageStore(writeonly volatile coherent nontemporal f16image2DMSArray, ivec3, int, f16vec4); Step #5: int sparseImageLoadARB(readonly volatile coherent nontemporal f16image2DMSArray, ivec3, int, out f16vec4); Step #5: f16vec2 imageAtomicAdd(volatile coherent nontemporal f16image2DMSArray, ivec3, int, f16vec2); Step #5: f16vec2 imageAtomicMin(volatile coherent nontemporal f16image2DMSArray, ivec3, int, f16vec2); Step #5: f16vec2 imageAtomicMax(volatile coherent nontemporal f16image2DMSArray, ivec3, int, f16vec2); Step #5: f16vec2 imageAtomicExchange(volatile coherent nontemporal f16image2DMSArray, ivec3, int, f16vec2); Step #5: f16vec4 imageAtomicAdd(volatile coherent nontemporal f16image2DMSArray, ivec3, int, f16vec4); Step #5: f16vec4 imageAtomicMin(volatile coherent nontemporal f16image2DMSArray, ivec3, int, f16vec4); Step #5: f16vec4 imageAtomicMax(volatile coherent nontemporal f16image2DMSArray, ivec3, int, f16vec4); Step #5: f16vec4 imageAtomicExchange(volatile coherent nontemporal f16image2DMSArray, ivec3, int, f16vec4); Step #5: float imageAtomicAdd(volatile coherent nontemporal f16image2DMSArray, ivec3, int, float); Step #5: float imageAtomicAdd(volatile coherent nontemporal f16image2DMSArray, ivec3, int, float, int, int, int); Step #5: float imageAtomicExchange(volatile coherent nontemporal f16image2DMSArray, ivec3, int, float); Step #5: float imageAtomicExchange(volatile coherent nontemporal f16image2DMSArray, ivec3, int, float, int, int, int); Step #5: float imageAtomicLoad(readonly volatile coherent nontemporal f16image2DMSArray, ivec3, int, int, int, int); Step #5: void imageAtomicStore(writeonly volatile coherent nontemporal f16image2DMSArray, ivec3, int, float, int, int, int); Step #5: float imageAtomicMin(volatile coherent nontemporal f16image2DMSArray, ivec3, int, float); Step #5: float imageAtomicMin(volatile coherent nontemporal f16image2DMSArray, ivec3, int, float, int, int, int); Step #5: float imageAtomicMax(volatile coherent nontemporal f16image2DMSArray, ivec3, int, float); Step #5: float imageAtomicMax(volatile coherent nontemporal f16image2DMSArray, ivec3, int, float, int, int, int); Step #5: bool sparseTexelsResidentARB(int code); Step #5: const uint gl_RayQueryCandidateIntersectionEXT = 0U;const uint gl_RayQueryCommittedIntersectionEXT = 1U;const uint gl_RayQueryCommittedIntersectionNoneEXT = 0U;const uint gl_RayQueryCommittedIntersectionTriangleEXT = 1U;const uint gl_RayQueryCommittedIntersectionGeneratedEXT = 2U;const uint gl_RayQueryCandidateIntersectionTriangleEXT = 0U;const uint gl_RayQueryCandidateIntersectionAABBEXT = 1U; Step #5: const uint gl_RayFlagsNoneNV = 0U;const uint gl_RayFlagsNoneEXT = 0U;const uint gl_RayFlagsOpaqueNV = 1U;const uint gl_RayFlagsOpaqueEXT = 1U;const uint gl_RayFlagsNoOpaqueNV = 2U;const uint gl_RayFlagsNoOpaqueEXT = 2U;const uint gl_RayFlagsTerminateOnFirstHitNV = 4U;const uint gl_RayFlagsTerminateOnFirstHitEXT = 4U;const uint gl_RayFlagsSkipClosestHitShaderNV = 8U;const uint gl_RayFlagsSkipClosestHitShaderEXT = 8U;const uint gl_RayFlagsCullBackFacingTrianglesNV = 16U;const uint gl_RayFlagsCullBackFacingTrianglesEXT = 16U;const uint gl_RayFlagsCullFrontFacingTrianglesNV = 32U;const uint gl_RayFlagsCullFrontFacingTrianglesEXT = 32U;const uint gl_RayFlagsCullOpaqueNV = 64U;const uint gl_RayFlagsCullOpaqueEXT = 64U;const uint gl_RayFlagsCullNoOpaqueNV = 128U;const uint gl_RayFlagsCullNoOpaqueEXT = 128U;const uint gl_RayFlagsSkipTrianglesEXT = 256U;const uint gl_RayFlagsSkipBuiltinPrimitivesNV = 256U;const uint gl_RayFlagsSkipAABBEXT = 512U;const uint gl_RayFlagsForceOpacityMicromap2StateEXT = 1024U;const bool gl_EnableOpacityMicromapEXT = false;const uint gl_HitKindFrontFacingTriangleEXT = 254U;const uint gl_HitKindBackFacingTriangleEXT = 255U;in uint gl_HitKindFrontFacingMicroTriangleNV;in uint gl_HitKindBackFacingMicroTriangleNV;const int gl_ClusterIDNoneNV = -1; Step #5: const int gl_ScopeDevice = 1; Step #5: const int gl_ScopeWorkgroup = 2; Step #5: const int gl_ScopeSubgroup = 3; Step #5: const int gl_ScopeInvocation = 4; Step #5: const int gl_ScopeQueueFamily = 5; Step #5: const int gl_ScopeShaderCallEXT = 6; Step #5: const int gl_SemanticsRelaxed = 0x0; Step #5: const int gl_SemanticsAcquire = 0x2; Step #5: const int gl_SemanticsRelease = 0x4; Step #5: const int gl_SemanticsAcquireRelease = 0x8; Step #5: const int gl_SemanticsMakeAvailable = 0x2000; Step #5: const int gl_SemanticsMakeVisible = 0x4000; Step #5: const int gl_SemanticsVolatile = 0x8000; Step #5: const int gl_StorageSemanticsNone = 0x0; Step #5: const int gl_StorageSemanticsBuffer = 0x40; Step #5: const int gl_StorageSemanticsShared = 0x100; Step #5: const int gl_StorageSemanticsImage = 0x800; Step #5: const int gl_StorageSemanticsOutput = 0x1000; Step #5: int imageSize(readonly writeonly volatile coherent nontemporal i64image1D); Step #5: i64vec4 imageLoad(readonly volatile coherent nontemporal i64image1D, int); Step #5: void imageStore(writeonly volatile coherent nontemporal i64image1D, int, i64vec4); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image1D, int, highp int64_t); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image1D, int, highp int64_t); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image1D, int, highp int64_t); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image1D, int, highp int64_t); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image1D, int, highp int64_t); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image1D, int, highp int64_t); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image1D, int, highp int64_t); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image1D, int, highp int64_t, highp int64_t); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image1D, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image1D, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image1D, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image1D, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image1D, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image1D, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image1D, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image1D, int, highp int64_t, highp int64_t, int, int, int, int, int); Step #5: highp int64_t imageAtomicLoad(volatile coherent nontemporal i64image1D, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal i64image1D, int, highp int64_t, int, int, int); Step #5: i64vec4 imageLoadLodAMD(readonly volatile coherent nontemporal i64image1D, int, int); Step #5: void imageStoreLodAMD(writeonly volatile coherent nontemporal i64image1D, int, int, i64vec4); Step #5: int imageSize(readonly writeonly volatile coherent nontemporal u64image1D); Step #5: u64vec4 imageLoad(readonly volatile coherent nontemporal u64image1D, int); Step #5: void imageStore(writeonly volatile coherent nontemporal u64image1D, int, u64vec4); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image1D, int, highp uint64_t); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image1D, int, highp uint64_t); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image1D, int, highp uint64_t); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image1D, int, highp uint64_t); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image1D, int, highp uint64_t); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image1D, int, highp uint64_t); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image1D, int, highp uint64_t); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image1D, int, highp uint64_t, highp uint64_t); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image1D, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image1D, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image1D, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image1D, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image1D, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image1D, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image1D, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image1D, int, highp uint64_t, highp uint64_t, int, int, int, int, int); Step #5: highp uint64_t imageAtomicLoad(volatile coherent nontemporal u64image1D, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal u64image1D, int, highp uint64_t, int, int, int); Step #5: u64vec4 imageLoadLodAMD(readonly volatile coherent nontemporal u64image1D, int, int); Step #5: void imageStoreLodAMD(writeonly volatile coherent nontemporal u64image1D, int, int, u64vec4); Step #5: ivec2 imageSize(readonly writeonly volatile coherent nontemporal i64image2D); Step #5: i64vec4 imageLoad(readonly volatile coherent nontemporal i64image2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal i64image2D, ivec2, i64vec4); Step #5: int sparseImageLoadARB(readonly volatile coherent nontemporal i64image2D, ivec2, out i64vec4); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image2D, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image2D, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image2D, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image2D, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image2D, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image2D, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image2D, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, highp int64_t); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, highp int64_t, int, int, int, int, int); Step #5: highp int64_t imageAtomicLoad(volatile coherent nontemporal i64image2D, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, int, int, int); Step #5: i64vec4 imageLoadLodAMD(readonly volatile coherent nontemporal i64image2D, ivec2, int); Step #5: void imageStoreLodAMD(writeonly volatile coherent nontemporal i64image2D, ivec2, int, i64vec4); Step #5: int sparseImageLoadLodAMD(readonly volatile coherent nontemporal i64image2D, ivec2, int, out i64vec4); Step #5: ivec2 imageSize(readonly writeonly volatile coherent nontemporal u64image2D); Step #5: u64vec4 imageLoad(readonly volatile coherent nontemporal u64image2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal u64image2D, ivec2, u64vec4); Step #5: int sparseImageLoadARB(readonly volatile coherent nontemporal u64image2D, ivec2, out u64vec4); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, highp uint64_t); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, highp uint64_t, int, int, int, int, int); Step #5: highp uint64_t imageAtomicLoad(volatile coherent nontemporal u64image2D, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, int, int, int); Step #5: u64vec4 imageLoadLodAMD(readonly volatile coherent nontemporal u64image2D, ivec2, int); Step #5: void imageStoreLodAMD(writeonly volatile coherent nontemporal u64image2D, ivec2, int, u64vec4); Step #5: int sparseImageLoadLodAMD(readonly volatile coherent nontemporal u64image2D, ivec2, int, out u64vec4); Step #5: ivec3 imageSize(readonly writeonly volatile coherent nontemporal i64image3D); Step #5: i64vec4 imageLoad(readonly volatile coherent nontemporal i64image3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal i64image3D, ivec3, i64vec4); Step #5: int sparseImageLoadARB(readonly volatile coherent nontemporal i64image3D, ivec3, out i64vec4); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image3D, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image3D, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image3D, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image3D, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image3D, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image3D, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image3D, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, highp int64_t); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, highp int64_t, int, int, int, int, int); Step #5: highp int64_t imageAtomicLoad(volatile coherent nontemporal i64image3D, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, int, int, int); Step #5: i64vec4 imageLoadLodAMD(readonly volatile coherent nontemporal i64image3D, ivec3, int); Step #5: void imageStoreLodAMD(writeonly volatile coherent nontemporal i64image3D, ivec3, int, i64vec4); Step #5: int sparseImageLoadLodAMD(readonly volatile coherent nontemporal i64image3D, ivec3, int, out i64vec4); Step #5: ivec3 imageSize(readonly writeonly volatile coherent nontemporal u64image3D); Step #5: u64vec4 imageLoad(readonly volatile coherent nontemporal u64image3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal u64image3D, ivec3, u64vec4); Step #5: int sparseImageLoadARB(readonly volatile coherent nontemporal u64image3D, ivec3, out u64vec4); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, highp uint64_t); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, highp uint64_t, int, int, int, int, int); Step #5: highp uint64_t imageAtomicLoad(volatile coherent nontemporal u64image3D, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, int, int, int); Step #5: u64vec4 imageLoadLodAMD(readonly volatile coherent nontemporal u64image3D, ivec3, int); Step #5: void imageStoreLodAMD(writeonly volatile coherent nontemporal u64image3D, ivec3, int, u64vec4); Step #5: int sparseImageLoadLodAMD(readonly volatile coherent nontemporal u64image3D, ivec3, int, out u64vec4); Step #5: ivec2 imageSize(readonly writeonly volatile coherent nontemporal i64imageCube); Step #5: i64vec4 imageLoad(readonly volatile coherent nontemporal i64imageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal i64imageCube, ivec3, i64vec4); Step #5: int sparseImageLoadARB(readonly volatile coherent nontemporal i64imageCube, ivec3, out i64vec4); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, highp int64_t); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, highp int64_t, int, int, int, int, int); Step #5: highp int64_t imageAtomicLoad(volatile coherent nontemporal i64imageCube, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, int, int, int); Step #5: i64vec4 imageLoadLodAMD(readonly volatile coherent nontemporal i64imageCube, ivec3, int); Step #5: void imageStoreLodAMD(writeonly volatile coherent nontemporal i64imageCube, ivec3, int, i64vec4); Step #5: int sparseImageLoadLodAMD(readonly volatile coherent nontemporal i64imageCube, ivec3, int, out i64vec4); Step #5: ivec2 imageSize(readonly writeonly volatile coherent nontemporal u64imageCube); Step #5: u64vec4 imageLoad(readonly volatile coherent nontemporal u64imageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal u64imageCube, ivec3, u64vec4); Step #5: int sparseImageLoadARB(readonly volatile coherent nontemporal u64imageCube, ivec3, out u64vec4); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, highp uint64_t); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, highp uint64_t, int, int, int, int, int); Step #5: highp uint64_t imageAtomicLoad(volatile coherent nontemporal u64imageCube, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, int, int, int); Step #5: u64vec4 imageLoadLodAMD(readonly volatile coherent nontemporal u64imageCube, ivec3, int); Step #5: void imageStoreLodAMD(writeonly volatile coherent nontemporal u64imageCube, ivec3, int, u64vec4); Step #5: int sparseImageLoadLodAMD(readonly volatile coherent nontemporal u64imageCube, ivec3, int, out u64vec4); Step #5: ivec2 imageSize(readonly writeonly volatile coherent nontemporal i64image2DRect); Step #5: i64vec4 imageLoad(readonly volatile coherent nontemporal i64image2DRect, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal i64image2DRect, ivec2, i64vec4); Step #5: int sparseImageLoadARB(readonly volatile coherent nontemporal i64image2DRect, ivec2, out i64vec4); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image2DRect, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image2DRect, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image2DRect, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image2DRect, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image2DRect, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image2DRect, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image2DRect, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image2DRect, ivec2, highp int64_t, highp int64_t); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image2DRect, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image2DRect, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image2DRect, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image2DRect, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image2DRect, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image2DRect, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image2DRect, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image2DRect, ivec2, highp int64_t, highp int64_t, int, int, int, int, int); Step #5: highp int64_t imageAtomicLoad(volatile coherent nontemporal i64image2DRect, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal i64image2DRect, ivec2, highp int64_t, int, int, int); Step #5: ivec2 imageSize(readonly writeonly volatile coherent nontemporal u64image2DRect); Step #5: u64vec4 imageLoad(readonly volatile coherent nontemporal u64image2DRect, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal u64image2DRect, ivec2, u64vec4); Step #5: int sparseImageLoadARB(readonly volatile coherent nontemporal u64image2DRect, ivec2, out u64vec4); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image2DRect, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image2DRect, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image2DRect, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image2DRect, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image2DRect, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image2DRect, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image2DRect, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image2DRect, ivec2, highp uint64_t, highp uint64_t); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image2DRect, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image2DRect, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image2DRect, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image2DRect, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image2DRect, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image2DRect, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image2DRect, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image2DRect, ivec2, highp uint64_t, highp uint64_t, int, int, int, int, int); Step #5: highp uint64_t imageAtomicLoad(volatile coherent nontemporal u64image2DRect, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal u64image2DRect, ivec2, highp uint64_t, int, int, int); Step #5: int imageSize(readonly writeonly volatile coherent nontemporal i64imageBuffer); Step #5: i64vec4 imageLoad(readonly volatile coherent nontemporal i64imageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal i64imageBuffer, int, i64vec4); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64imageBuffer, int, highp int64_t); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64imageBuffer, int, highp int64_t); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64imageBuffer, int, highp int64_t); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64imageBuffer, int, highp int64_t); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64imageBuffer, int, highp int64_t); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64imageBuffer, int, highp int64_t); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64imageBuffer, int, highp int64_t); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, highp int64_t); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, highp int64_t, int, int, int, int, int); Step #5: highp int64_t imageAtomicLoad(volatile coherent nontemporal i64imageBuffer, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, int, int, int); Step #5: int imageSize(readonly writeonly volatile coherent nontemporal u64imageBuffer); Step #5: u64vec4 imageLoad(readonly volatile coherent nontemporal u64imageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal u64imageBuffer, int, u64vec4); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, highp uint64_t); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, highp uint64_t, int, int, int, int, int); Step #5: highp uint64_t imageAtomicLoad(volatile coherent nontemporal u64imageBuffer, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, int, int, int); Step #5: ivec2 imageSize(readonly writeonly volatile coherent nontemporal i64image1DArray); Step #5: i64vec4 imageLoad(readonly volatile coherent nontemporal i64image1DArray, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal i64image1DArray, ivec2, i64vec4); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image1DArray, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image1DArray, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image1DArray, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image1DArray, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image1DArray, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image1DArray, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image1DArray, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image1DArray, ivec2, highp int64_t, highp int64_t); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image1DArray, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image1DArray, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image1DArray, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image1DArray, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image1DArray, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image1DArray, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image1DArray, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image1DArray, ivec2, highp int64_t, highp int64_t, int, int, int, int, int); Step #5: highp int64_t imageAtomicLoad(volatile coherent nontemporal i64image1DArray, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal i64image1DArray, ivec2, highp int64_t, int, int, int); Step #5: i64vec4 imageLoadLodAMD(readonly volatile coherent nontemporal i64image1DArray, ivec2, int); Step #5: void imageStoreLodAMD(writeonly volatile coherent nontemporal i64image1DArray, ivec2, int, i64vec4); Step #5: ivec2 imageSize(readonly writeonly volatile coherent nontemporal u64image1DArray); Step #5: u64vec4 imageLoad(readonly volatile coherent nontemporal u64image1DArray, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal u64image1DArray, ivec2, u64vec4); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image1DArray, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image1DArray, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image1DArray, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image1DArray, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image1DArray, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image1DArray, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image1DArray, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image1DArray, ivec2, highp uint64_t, highp uint64_t); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image1DArray, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image1DArray, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image1DArray, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image1DArray, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image1DArray, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image1DArray, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image1DArray, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image1DArray, ivec2, highp uint64_t, highp uint64_t, int, int, int, int, int); Step #5: highp uint64_t imageAtomicLoad(volatile coherent nontemporal u64image1DArray, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal u64image1DArray, ivec2, highp uint64_t, int, int, int); Step #5: u64vec4 imageLoadLodAMD(readonly volatile coherent nontemporal u64image1DArray, ivec2, int); Step #5: void imageStoreLodAMD(writeonly volatile coherent nontemporal u64image1DArray, ivec2, int, u64vec4); Step #5: ivec3 imageSize(readonly writeonly volatile coherent nontemporal i64image2DArray); Step #5: i64vec4 imageLoad(readonly volatile coherent nontemporal i64image2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal i64image2DArray, ivec3, i64vec4); Step #5: int sparseImageLoadARB(readonly volatile coherent nontemporal i64image2DArray, ivec3, out i64vec4); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, highp int64_t); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, highp int64_t, int, int, int, int, int); Step #5: highp int64_t imageAtomicLoad(volatile coherent nontemporal i64image2DArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, int, int, int); Step #5: i64vec4 imageLoadLodAMD(readonly volatile coherent nontemporal i64image2DArray, ivec3, int); Step #5: void imageStoreLodAMD(writeonly volatile coherent nontemporal i64image2DArray, ivec3, int, i64vec4); Step #5: int sparseImageLoadLodAMD(readonly volatile coherent nontemporal i64image2DArray, ivec3, int, out i64vec4); Step #5: ivec3 imageSize(readonly writeonly volatile coherent nontemporal u64image2DArray); Step #5: u64vec4 imageLoad(readonly volatile coherent nontemporal u64image2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal u64image2DArray, ivec3, u64vec4); Step #5: int sparseImageLoadARB(readonly volatile coherent nontemporal u64image2DArray, ivec3, out u64vec4); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, highp uint64_t); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, highp uint64_t, int, int, int, int, int); Step #5: highp uint64_t imageAtomicLoad(volatile coherent nontemporal u64image2DArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, int, int, int); Step #5: u64vec4 imageLoadLodAMD(readonly volatile coherent nontemporal u64image2DArray, ivec3, int); Step #5: void imageStoreLodAMD(writeonly volatile coherent nontemporal u64image2DArray, ivec3, int, u64vec4); Step #5: int sparseImageLoadLodAMD(readonly volatile coherent nontemporal u64image2DArray, ivec3, int, out u64vec4); Step #5: ivec3 imageSize(readonly writeonly volatile coherent nontemporal i64imageCubeArray); Step #5: i64vec4 imageLoad(readonly volatile coherent nontemporal i64imageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal i64imageCubeArray, ivec3, i64vec4); Step #5: int sparseImageLoadARB(readonly volatile coherent nontemporal i64imageCubeArray, ivec3, out i64vec4); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, highp int64_t); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, highp int64_t, int, int, int, int, int); Step #5: highp int64_t imageAtomicLoad(volatile coherent nontemporal i64imageCubeArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, int, int, int); Step #5: i64vec4 imageLoadLodAMD(readonly volatile coherent nontemporal i64imageCubeArray, ivec3, int); Step #5: void imageStoreLodAMD(writeonly volatile coherent nontemporal i64imageCubeArray, ivec3, int, i64vec4); Step #5: int sparseImageLoadLodAMD(readonly volatile coherent nontemporal i64imageCubeArray, ivec3, int, out i64vec4); Step #5: ivec3 imageSize(readonly writeonly volatile coherent nontemporal u64imageCubeArray); Step #5: u64vec4 imageLoad(readonly volatile coherent nontemporal u64imageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal u64imageCubeArray, ivec3, u64vec4); Step #5: int sparseImageLoadARB(readonly volatile coherent nontemporal u64imageCubeArray, ivec3, out u64vec4); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, highp uint64_t); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, highp uint64_t, int, int, int, int, int); Step #5: highp uint64_t imageAtomicLoad(volatile coherent nontemporal u64imageCubeArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, int, int, int); Step #5: u64vec4 imageLoadLodAMD(readonly volatile coherent nontemporal u64imageCubeArray, ivec3, int); Step #5: void imageStoreLodAMD(writeonly volatile coherent nontemporal u64imageCubeArray, ivec3, int, u64vec4); Step #5: int sparseImageLoadLodAMD(readonly volatile coherent nontemporal u64imageCubeArray, ivec3, int, out u64vec4); Step #5: ivec2 imageSize(readonly writeonly volatile coherent nontemporal i64image2DMS); Step #5: int imageSamples(readonly writeonly volatile coherent nontemporal i64image2DMS); Step #5: i64vec4 imageLoad(readonly volatile coherent nontemporal i64image2DMS, ivec2, int); Step #5: void imageStore(writeonly volatile coherent nontemporal i64image2DMS, ivec2, int, i64vec4); Step #5: int sparseImageLoadARB(readonly volatile coherent nontemporal i64image2DMS, ivec2, int, out i64vec4); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, highp int64_t); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, highp int64_t, int, int, int, int, int); Step #5: highp int64_t imageAtomicLoad(volatile coherent nontemporal i64image2DMS, ivec2, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, int, int, int); Step #5: ivec2 imageSize(readonly writeonly volatile coherent nontemporal u64image2DMS); Step #5: int imageSamples(readonly writeonly volatile coherent nontemporal u64image2DMS); Step #5: u64vec4 imageLoad(readonly volatile coherent nontemporal u64image2DMS, ivec2, int); Step #5: void imageStore(writeonly volatile coherent nontemporal u64image2DMS, ivec2, int, u64vec4); Step #5: int sparseImageLoadARB(readonly volatile coherent nontemporal u64image2DMS, ivec2, int, out u64vec4); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, highp uint64_t); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, highp uint64_t, int, int, int, int, int); Step #5: highp uint64_t imageAtomicLoad(volatile coherent nontemporal u64image2DMS, ivec2, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, int, int, int); Step #5: ivec3 imageSize(readonly writeonly volatile coherent nontemporal i64image2DMSArray); Step #5: int imageSamples(readonly writeonly volatile coherent nontemporal i64image2DMSArray); Step #5: i64vec4 imageLoad(readonly volatile coherent nontemporal i64image2DMSArray, ivec3, int); Step #5: void imageStore(writeonly volatile coherent nontemporal i64image2DMSArray, ivec3, int, i64vec4); Step #5: int sparseImageLoadARB(readonly volatile coherent nontemporal i64image2DMSArray, ivec3, int, out i64vec4); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, highp int64_t); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, highp int64_t, int, int, int, int, int); Step #5: highp int64_t imageAtomicLoad(volatile coherent nontemporal i64image2DMSArray, ivec3, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, int, int, int); Step #5: ivec3 imageSize(readonly writeonly volatile coherent nontemporal u64image2DMSArray); Step #5: int imageSamples(readonly writeonly volatile coherent nontemporal u64image2DMSArray); Step #5: u64vec4 imageLoad(readonly volatile coherent nontemporal u64image2DMSArray, ivec3, int); Step #5: void imageStore(writeonly volatile coherent nontemporal u64image2DMSArray, ivec3, int, u64vec4); Step #5: int sparseImageLoadARB(readonly volatile coherent nontemporal u64image2DMSArray, ivec3, int, out u64vec4); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, highp uint64_t); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, highp uint64_t, int, int, int, int, int); Step #5: highp uint64_t imageAtomicLoad(volatile coherent nontemporal u64image2DMSArray, ivec3, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, int, int, int); Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:476: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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;vec4 gl_FragColor;in float gl_ClipDistance[];in gl_PerFragment {in float gl_FogFragCoord;in vec4 gl_TexCoord[];in vec4 gl_Color;in vec4 gl_SecondaryColor;};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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: 0:16: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:274: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: vector radians(vector); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: vector degrees(vector); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: vector sin(vector); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: vector cos(vector); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: vector tan(vector); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: vector asin(vector); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: vector acos(vector); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: vector atan(vector,vector); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: vector atan(vector); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: vector pow(vector,vector); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: vector exp(vector); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: vector log(vector); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: vector exp2(vector); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: vector log2(vector); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: vector sqrt(vector); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: vector inversesqrt(vector); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: vector abs(vector); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: vector sign(vector); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: vector floor(vector); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: vector ceil(vector); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: vector fract(vector); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: vector mod(vector,vector); Step #5: vector mod(vector,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: vector min(vector,vector); Step #5: vector min(vector,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: vector max(vector,vector); Step #5: vector max(vector,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: vector clamp(vector,vector,vector); Step #5: vector clamp(vector,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: vector mix(vector,vector,vector); Step #5: vector mix(vector,vector,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: vector step(vector,vector); Step #5: vector step(float,vector); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: vector smoothstep(vector,vector,vector); Step #5: vector smoothstep(float,float,vector); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: vector normalize(vector); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: vector faceforward(vector,vector,vector); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: vector reflect(vector,vector); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: vector refract(vector,vector,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float length(vector); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float distance(vector,vector); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: float dot(vector,vector); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: vector lessThan(vector,vector); Step #5: vector lessThan(vector,vector); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: vector lessThanEqual(vector,vector); Step #5: vector lessThanEqual(vector,vector); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: vector greaterThan(vector,vector); Step #5: vector greaterThan(vector,vector); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: vector greaterThanEqual(vector,vector); Step #5: vector greaterThanEqual(vector,vector); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: vector equal(vector,vector); Step #5: vector equal(vector,vector); Step #5: vector equal(vector,vector); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: vector notEqual(vector,vector); Step #5: vector notEqual(vector,vector); Step #5: vector notEqual(vector,vector); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool any(vector); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bool all(vector); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: vector not(vector); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, 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: void abortEXT(); 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: 0:274: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:16: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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;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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:274: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: vector radians(vector); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: vector degrees(vector); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: vector sin(vector); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: vector cos(vector); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: vector tan(vector); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: vector asin(vector); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: vector acos(vector); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: vector atan(vector,vector); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: vector atan(vector); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: vector pow(vector,vector); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: vector exp(vector); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: vector log(vector); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: vector exp2(vector); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: vector log2(vector); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: vector sqrt(vector); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: vector inversesqrt(vector); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: vector abs(vector); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: vector sign(vector); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: vector floor(vector); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: vector ceil(vector); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: vector fract(vector); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: vector mod(vector,vector); Step #5: vector mod(vector,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: vector min(vector,vector); Step #5: vector min(vector,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: vector max(vector,vector); Step #5: vector max(vector,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: vector clamp(vector,vector,vector); Step #5: vector clamp(vector,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: vector mix(vector,vector,vector); Step #5: vector mix(vector,vector,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: vector step(vector,vector); Step #5: vector step(float,vector); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: vector smoothstep(vector,vector,vector); Step #5: vector smoothstep(float,float,vector); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: vector normalize(vector); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: vector faceforward(vector,vector,vector); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: vector reflect(vector,vector); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: vector refract(vector,vector,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float length(vector); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float distance(vector,vector); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: float dot(vector,vector); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: vector lessThan(vector,vector); Step #5: vector lessThan(vector,vector); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: vector lessThanEqual(vector,vector); Step #5: vector lessThanEqual(vector,vector); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: vector greaterThan(vector,vector); Step #5: vector greaterThan(vector,vector); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: vector greaterThanEqual(vector,vector); Step #5: vector greaterThanEqual(vector,vector); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: vector equal(vector,vector); Step #5: vector equal(vector,vector); Step #5: vector equal(vector,vector); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: vector notEqual(vector,vector); Step #5: vector notEqual(vector,vector); Step #5: vector notEqual(vector,vector); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool any(vector); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bool all(vector); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: vector not(vector); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, 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: void abortEXT(); 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: 0:274: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:16: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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;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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: 0:274: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: vector radians(vector); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: vector degrees(vector); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: vector sin(vector); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: vector cos(vector); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: vector tan(vector); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: vector asin(vector); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: vector acos(vector); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: vector atan(vector,vector); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: vector atan(vector); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: vector pow(vector,vector); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: vector exp(vector); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: vector log(vector); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: vector exp2(vector); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: vector log2(vector); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: vector sqrt(vector); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: vector inversesqrt(vector); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: vector abs(vector); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: vector sign(vector); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: vector floor(vector); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: vector ceil(vector); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: vector fract(vector); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: vector mod(vector,vector); Step #5: vector mod(vector,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: vector min(vector,vector); Step #5: vector min(vector,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: vector max(vector,vector); Step #5: vector max(vector,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: vector clamp(vector,vector,vector); Step #5: vector clamp(vector,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: vector mix(vector,vector,vector); Step #5: vector mix(vector,vector,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: vector step(vector,vector); Step #5: vector step(float,vector); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: vector smoothstep(vector,vector,vector); Step #5: vector smoothstep(float,float,vector); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: vector normalize(vector); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: vector faceforward(vector,vector,vector); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: vector reflect(vector,vector); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: vector refract(vector,vector,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float length(vector); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float distance(vector,vector); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: float dot(vector,vector); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: vector lessThan(vector,vector); Step #5: vector lessThan(vector,vector); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: vector lessThanEqual(vector,vector); Step #5: vector lessThanEqual(vector,vector); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: vector greaterThan(vector,vector); Step #5: vector greaterThan(vector,vector); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: vector greaterThanEqual(vector,vector); Step #5: vector greaterThanEqual(vector,vector); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: vector equal(vector,vector); Step #5: vector equal(vector,vector); Step #5: vector equal(vector,vector); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: vector notEqual(vector,vector); Step #5: vector notEqual(vector,vector); Step #5: vector notEqual(vector,vector); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool any(vector); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bool all(vector); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: vector not(vector); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, 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: void abortEXT(); 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: 0:274: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:16: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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;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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: 0:274: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: vector radians(vector); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: vector degrees(vector); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: vector sin(vector); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: vector cos(vector); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: vector tan(vector); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: vector asin(vector); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: vector acos(vector); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: vector atan(vector,vector); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: vector atan(vector); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: vector pow(vector,vector); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: vector exp(vector); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: vector log(vector); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: vector exp2(vector); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: vector log2(vector); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: vector sqrt(vector); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: vector inversesqrt(vector); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: vector abs(vector); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: vector sign(vector); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: vector floor(vector); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: vector ceil(vector); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: vector fract(vector); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: vector mod(vector,vector); Step #5: vector mod(vector,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: vector min(vector,vector); Step #5: vector min(vector,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: vector max(vector,vector); Step #5: vector max(vector,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: vector clamp(vector,vector,vector); Step #5: vector clamp(vector,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: vector mix(vector,vector,vector); Step #5: vector mix(vector,vector,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: vector step(vector,vector); Step #5: vector step(float,vector); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: vector smoothstep(vector,vector,vector); Step #5: vector smoothstep(float,float,vector); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: vector normalize(vector); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: vector faceforward(vector,vector,vector); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: vector reflect(vector,vector); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: vector refract(vector,vector,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float length(vector); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float distance(vector,vector); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: float dot(vector,vector); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: vector lessThan(vector,vector); Step #5: vector lessThan(vector,vector); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: vector lessThanEqual(vector,vector); Step #5: vector lessThanEqual(vector,vector); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: vector greaterThan(vector,vector); Step #5: vector greaterThan(vector,vector); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: vector greaterThanEqual(vector,vector); Step #5: vector greaterThanEqual(vector,vector); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: vector equal(vector,vector); Step #5: vector equal(vector,vector); Step #5: vector equal(vector,vector); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: vector notEqual(vector,vector); Step #5: vector notEqual(vector,vector); Step #5: vector notEqual(vector,vector); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool any(vector); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bool all(vector); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: vector not(vector); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, 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: void abortEXT(); 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: 0:274: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:16: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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;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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: 0:274: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: vector radians(vector); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: vector degrees(vector); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: vector sin(vector); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: vector cos(vector); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: vector tan(vector); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: vector asin(vector); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: vector acos(vector); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: vector atan(vector,vector); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: vector atan(vector); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: vector pow(vector,vector); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: vector exp(vector); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: vector log(vector); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: vector exp2(vector); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: vector log2(vector); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: vector sqrt(vector); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: vector inversesqrt(vector); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: vector abs(vector); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: vector sign(vector); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: vector floor(vector); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: vector ceil(vector); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: vector fract(vector); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: vector mod(vector,vector); Step #5: vector mod(vector,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: vector min(vector,vector); Step #5: vector min(vector,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: vector max(vector,vector); Step #5: vector max(vector,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: vector clamp(vector,vector,vector); Step #5: vector clamp(vector,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: vector mix(vector,vector,vector); Step #5: vector mix(vector,vector,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: vector step(vector,vector); Step #5: vector step(float,vector); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: vector smoothstep(vector,vector,vector); Step #5: vector smoothstep(float,float,vector); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: vector normalize(vector); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: vector faceforward(vector,vector,vector); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: vector reflect(vector,vector); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: vector refract(vector,vector,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float length(vector); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float distance(vector,vector); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: float dot(vector,vector); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: vector lessThan(vector,vector); Step #5: vector lessThan(vector,vector); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: vector lessThanEqual(vector,vector); Step #5: vector lessThanEqual(vector,vector); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: vector greaterThan(vector,vector); Step #5: vector greaterThan(vector,vector); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: vector greaterThanEqual(vector,vector); Step #5: vector greaterThanEqual(vector,vector); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: vector equal(vector,vector); Step #5: vector equal(vector,vector); Step #5: vector equal(vector,vector); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: vector notEqual(vector,vector); Step #5: vector notEqual(vector,vector); Step #5: vector notEqual(vector,vector); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool any(vector); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bool all(vector); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: vector not(vector); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, 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: void abortEXT(); 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: 0:274: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:16: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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;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: 0:456: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: vector radians(vector); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: vector degrees(vector); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: vector sin(vector); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: vector cos(vector); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: vector tan(vector); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: vector asin(vector); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: vector acos(vector); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: vector atan(vector,vector); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: vector atan(vector); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: vector pow(vector,vector); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: vector exp(vector); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: vector log(vector); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: vector exp2(vector); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: vector log2(vector); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: vector sqrt(vector); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: vector inversesqrt(vector); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: vector abs(vector); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: vector sign(vector); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: vector floor(vector); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: vector ceil(vector); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: vector fract(vector); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: vector mod(vector,vector); Step #5: vector mod(vector,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: vector min(vector,vector); Step #5: vector min(vector,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: vector max(vector,vector); Step #5: vector max(vector,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: vector clamp(vector,vector,vector); Step #5: vector clamp(vector,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: vector mix(vector,vector,vector); Step #5: vector mix(vector,vector,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: vector step(vector,vector); Step #5: vector step(float,vector); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: vector smoothstep(vector,vector,vector); Step #5: vector smoothstep(float,float,vector); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: vector normalize(vector); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: vector faceforward(vector,vector,vector); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: vector reflect(vector,vector); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: vector refract(vector,vector,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float length(vector); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float distance(vector,vector); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: float dot(vector,vector); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: vector lessThan(vector,vector); Step #5: vector lessThan(vector,vector); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: vector lessThanEqual(vector,vector); Step #5: vector lessThanEqual(vector,vector); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: vector greaterThan(vector,vector); Step #5: vector greaterThan(vector,vector); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: vector greaterThanEqual(vector,vector); Step #5: vector greaterThanEqual(vector,vector); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: vector equal(vector,vector); Step #5: vector equal(vector,vector); Step #5: vector equal(vector,vector); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: vector notEqual(vector,vector); Step #5: vector notEqual(vector,vector); Step #5: vector notEqual(vector,vector); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool any(vector); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bool all(vector); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: vector not(vector); Step #5: float sinh(float); Step #5: vec2 sinh(vec2); Step #5: vec3 sinh(vec3); Step #5: vec4 sinh(vec4); Step #5: vector sinh(vector); Step #5: float cosh(float); Step #5: vec2 cosh(vec2); Step #5: vec3 cosh(vec3); Step #5: vec4 cosh(vec4); Step #5: vector cosh(vector); Step #5: float tanh(float); Step #5: vec2 tanh(vec2); Step #5: vec3 tanh(vec3); Step #5: vec4 tanh(vec4); Step #5: vector tanh(vector); Step #5: float asinh(float); Step #5: vec2 asinh(vec2); Step #5: vec3 asinh(vec3); Step #5: vec4 asinh(vec4); Step #5: vector asinh(vector); Step #5: float acosh(float); Step #5: vec2 acosh(vec2); Step #5: vec3 acosh(vec3); Step #5: vec4 acosh(vec4); Step #5: vector acosh(vector); Step #5: float atanh(float); Step #5: vec2 atanh(vec2); Step #5: vec3 atanh(vec3); Step #5: vec4 atanh(vec4); Step #5: vector atanh(vector); Step #5: int abs(int); Step #5: ivec2 abs(ivec2); Step #5: ivec3 abs(ivec3); Step #5: ivec4 abs(ivec4); Step #5: vector abs(vector); Step #5: int sign(int); Step #5: ivec2 sign(ivec2); Step #5: ivec3 sign(ivec3); Step #5: ivec4 sign(ivec4); Step #5: vector sign(vector); Step #5: float trunc(float); Step #5: vec2 trunc(vec2); Step #5: vec3 trunc(vec3); Step #5: vec4 trunc(vec4); Step #5: vector trunc(vector); Step #5: float round(float); Step #5: vec2 round(vec2); Step #5: vec3 round(vec3); Step #5: vec4 round(vec4); Step #5: vector round(vector); Step #5: float roundEven(float); Step #5: vec2 roundEven(vec2); Step #5: vec3 roundEven(vec3); Step #5: vec4 roundEven(vec4); Step #5: vector roundEven(vector); 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: vector modf(vector,out vector); 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: vector min(vector,vector); Step #5: vector min(vector,vector); Step #5: vector min(vector,int); Step #5: vector min(vector,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: vector max(vector,vector); Step #5: vector max(vector,vector); Step #5: vector max(vector,int); Step #5: vector max(vector,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: vector clamp(vector,vector,vector); Step #5: vector clamp(vector,vector,vector); Step #5: vector clamp(vector,int,int); Step #5: vector clamp(vector,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: vector mix(vector,vector,vector); Step #5: bool isinf(float); Step #5: bvec2 isinf(vec2); Step #5: bvec3 isinf(vec3); Step #5: bvec4 isinf(vec4); Step #5: vector isinf(vector); Step #5: bool isnan(float); Step #5: bvec2 isnan(vec2); Step #5: bvec3 isnan(vec3); Step #5: bvec4 isnan(vec4); Step #5: vector isnan(vector); Step #5: bvec2 lessThan(uvec2,uvec2); Step #5: bvec3 lessThan(uvec3,uvec3); Step #5: bvec4 lessThan(uvec4,uvec4); Step #5: vector lessThan(vector,vector); Step #5: bvec2 lessThanEqual(uvec2,uvec2); Step #5: bvec3 lessThanEqual(uvec3,uvec3); Step #5: bvec4 lessThanEqual(uvec4,uvec4); Step #5: vector lessThanEqual(vector,vector); Step #5: bvec2 greaterThan(uvec2,uvec2); Step #5: bvec3 greaterThan(uvec3,uvec3); Step #5: bvec4 greaterThan(uvec4,uvec4); Step #5: vector greaterThan(vector,vector); Step #5: bvec2 greaterThanEqual(uvec2,uvec2); Step #5: bvec3 greaterThanEqual(uvec3,uvec3); Step #5: bvec4 greaterThanEqual(uvec4,uvec4); Step #5: vector greaterThanEqual(vector,vector); Step #5: bvec2 equal(uvec2,uvec2); Step #5: bvec3 equal(uvec3,uvec3); Step #5: bvec4 equal(uvec4,uvec4); Step #5: vector equal(vector,vector); Step #5: bvec2 notEqual(uvec2,uvec2); Step #5: bvec3 notEqual(uvec3,uvec3); Step #5: bvec4 notEqual(uvec4,uvec4); Step #5: vector notEqual(vector,vector); Step #5: int atomicAdd(coherent volatile nontemporal inout int,int); Step #5: uint atomicAdd(coherent volatile nontemporal inout uint,uint); Step #5: int atomicMin(coherent volatile nontemporal inout int,int); Step #5: uint atomicMin(coherent volatile nontemporal inout uint,uint); Step #5: int atomicMax(coherent volatile nontemporal inout int,int); Step #5: uint atomicMax(coherent volatile nontemporal inout uint,uint); Step #5: int atomicAnd(coherent volatile nontemporal inout int,int); Step #5: uint atomicAnd(coherent volatile nontemporal inout uint,uint); Step #5: int atomicOr(coherent volatile nontemporal inout int,int); Step #5: uint atomicOr(coherent volatile nontemporal inout uint,uint); Step #5: int atomicXor(coherent volatile nontemporal inout int,int); Step #5: uint atomicXor(coherent volatile nontemporal inout uint,uint); Step #5: int atomicExchange(coherent volatile nontemporal inout int,int); Step #5: uint atomicExchange(coherent volatile nontemporal inout uint,uint); Step #5: int atomicCompSwap(coherent volatile nontemporal inout int,int,int); Step #5: uint atomicCompSwap(coherent volatile nontemporal inout uint,uint,uint); 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: vec4 texture2D(sampler2D, 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: 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(double); Step #5: bool subgroupAllEqual(dvec2); Step #5: bool subgroupAllEqual(dvec3); Step #5: bool subgroupAllEqual(dvec4); 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: bool subgroupAllEqual(vector); 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: double subgroupBroadcast(double, uint); Step #5: dvec2 subgroupBroadcast(dvec2, uint); Step #5: dvec3 subgroupBroadcast(dvec3, uint); Step #5: dvec4 subgroupBroadcast(dvec4, 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: vector subgroupBroadcast(vector, 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: double subgroupBroadcastFirst(double); Step #5: dvec2 subgroupBroadcastFirst(dvec2); Step #5: dvec3 subgroupBroadcastFirst(dvec3); Step #5: dvec4 subgroupBroadcastFirst(dvec4); 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: vector subgroupBroadcastFirst(vector); 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: double subgroupShuffle(double, uint); Step #5: dvec2 subgroupShuffle(dvec2, uint); Step #5: dvec3 subgroupShuffle(dvec3, uint); Step #5: dvec4 subgroupShuffle(dvec4, 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: vector subgroupShuffle(vector, 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: double subgroupShuffleXor(double, uint); Step #5: dvec2 subgroupShuffleXor(dvec2, uint); Step #5: dvec3 subgroupShuffleXor(dvec3, uint); Step #5: dvec4 subgroupShuffleXor(dvec4, 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: vector subgroupShuffleXor(vector, 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: double subgroupShuffleUp(double, uint delta); Step #5: dvec2 subgroupShuffleUp(dvec2, uint delta); Step #5: dvec3 subgroupShuffleUp(dvec3, uint delta); Step #5: dvec4 subgroupShuffleUp(dvec4, 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: vector subgroupShuffleUp(vector, 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: double subgroupShuffleDown(double, uint delta); Step #5: dvec2 subgroupShuffleDown(dvec2, uint delta); Step #5: dvec3 subgroupShuffleDown(dvec3, uint delta); Step #5: dvec4 subgroupShuffleDown(dvec4, 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: vector subgroupShuffleDown(vector, 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: double subgroupRotate(double, uint); Step #5: dvec2 subgroupRotate(dvec2, uint); Step #5: dvec3 subgroupRotate(dvec3, uint); Step #5: dvec4 subgroupRotate(dvec4, 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: vector subgroupRotate(vector, 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: double subgroupClusteredRotate(double, uint, uint); Step #5: dvec2 subgroupClusteredRotate(dvec2, uint, uint); Step #5: dvec3 subgroupClusteredRotate(dvec3, uint, uint); Step #5: dvec4 subgroupClusteredRotate(dvec4, 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: vector subgroupClusteredRotate(vector, 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: double subgroupAdd(double); Step #5: dvec2 subgroupAdd(dvec2); Step #5: dvec3 subgroupAdd(dvec3); Step #5: dvec4 subgroupAdd(dvec4); 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: vector subgroupAdd(vector); 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: double subgroupMul(double); Step #5: dvec2 subgroupMul(dvec2); Step #5: dvec3 subgroupMul(dvec3); Step #5: dvec4 subgroupMul(dvec4); 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: vector subgroupMul(vector); 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: double subgroupMin(double); Step #5: dvec2 subgroupMin(dvec2); Step #5: dvec3 subgroupMin(dvec3); Step #5: dvec4 subgroupMin(dvec4); 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: vector subgroupMin(vector); 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: double subgroupMax(double); Step #5: dvec2 subgroupMax(dvec2); Step #5: dvec3 subgroupMax(dvec3); Step #5: dvec4 subgroupMax(dvec4); 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: vector subgroupMax(vector); 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: vector subgroupAnd(vector); 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: vector subgroupOr(vector); 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: vector subgroupXor(vector); 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: double subgroupInclusiveAdd(double); Step #5: dvec2 subgroupInclusiveAdd(dvec2); Step #5: dvec3 subgroupInclusiveAdd(dvec3); Step #5: dvec4 subgroupInclusiveAdd(dvec4); 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: vector subgroupInclusiveAdd(vector); 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: double subgroupInclusiveMul(double); Step #5: dvec2 subgroupInclusiveMul(dvec2); Step #5: dvec3 subgroupInclusiveMul(dvec3); Step #5: dvec4 subgroupInclusiveMul(dvec4); 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: vector subgroupInclusiveMul(vector); 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: double subgroupInclusiveMin(double); Step #5: dvec2 subgroupInclusiveMin(dvec2); Step #5: dvec3 subgroupInclusiveMin(dvec3); Step #5: dvec4 subgroupInclusiveMin(dvec4); 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: vector subgroupInclusiveMin(vector); 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: double subgroupInclusiveMax(double); Step #5: dvec2 subgroupInclusiveMax(dvec2); Step #5: dvec3 subgroupInclusiveMax(dvec3); Step #5: dvec4 subgroupInclusiveMax(dvec4); 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: vector subgroupInclusiveMax(vector); 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: vector subgroupInclusiveAnd(vector); 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: vector subgroupInclusiveOr(vector); 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: vector subgroupInclusiveXor(vector); 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: double subgroupExclusiveAdd(double); Step #5: dvec2 subgroupExclusiveAdd(dvec2); Step #5: dvec3 subgroupExclusiveAdd(dvec3); Step #5: dvec4 subgroupExclusiveAdd(dvec4); 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: vector subgroupExclusiveAdd(vector); 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: double subgroupExclusiveMul(double); Step #5: dvec2 subgroupExclusiveMul(dvec2); Step #5: dvec3 subgroupExclusiveMul(dvec3); Step #5: dvec4 subgroupExclusiveMul(dvec4); 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: vector subgroupExclusiveMul(vector); 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: double subgroupExclusiveMin(double); Step #5: dvec2 subgroupExclusiveMin(dvec2); Step #5: dvec3 subgroupExclusiveMin(dvec3); Step #5: dvec4 subgroupExclusiveMin(dvec4); 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: vector subgroupExclusiveMin(vector); 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: double subgroupExclusiveMax(double); Step #5: dvec2 subgroupExclusiveMax(dvec2); Step #5: dvec3 subgroupExclusiveMax(dvec3); Step #5: dvec4 subgroupExclusiveMax(dvec4); 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: vector subgroupExclusiveMax(vector); 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: vector subgroupExclusiveAnd(vector); 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: vector subgroupExclusiveOr(vector); 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: vector subgroupExclusiveXor(vector); 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: double subgroupClusteredAdd(double, uint); Step #5: dvec2 subgroupClusteredAdd(dvec2, uint); Step #5: dvec3 subgroupClusteredAdd(dvec3, uint); Step #5: dvec4 subgroupClusteredAdd(dvec4, 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: vector subgroupClusteredAdd(vector, 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: double subgroupClusteredMul(double, uint); Step #5: dvec2 subgroupClusteredMul(dvec2, uint); Step #5: dvec3 subgroupClusteredMul(dvec3, uint); Step #5: dvec4 subgroupClusteredMul(dvec4, 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: vector subgroupClusteredMul(vector, 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: double subgroupClusteredMin(double, uint); Step #5: dvec2 subgroupClusteredMin(dvec2, uint); Step #5: dvec3 subgroupClusteredMin(dvec3, uint); Step #5: dvec4 subgroupClusteredMin(dvec4, 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: vector subgroupClusteredMin(vector, 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: double subgroupClusteredMax(double, uint); Step #5: dvec2 subgroupClusteredMax(dvec2, uint); Step #5: dvec3 subgroupClusteredMax(dvec3, uint); Step #5: dvec4 subgroupClusteredMax(dvec4, 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: vector subgroupClusteredMax(vector, 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: vector subgroupClusteredAnd(vector, 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: vector subgroupClusteredOr(vector, 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: vector subgroupClusteredXor(vector, 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: double subgroupQuadBroadcast(double, uint); Step #5: dvec2 subgroupQuadBroadcast(dvec2, uint); Step #5: dvec3 subgroupQuadBroadcast(dvec3, uint); Step #5: dvec4 subgroupQuadBroadcast(dvec4, 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: vector subgroupQuadBroadcast(vector, 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: double subgroupQuadSwapHorizontal(double); Step #5: dvec2 subgroupQuadSwapHorizontal(dvec2); Step #5: dvec3 subgroupQuadSwapHorizontal(dvec3); Step #5: dvec4 subgroupQuadSwapHorizontal(dvec4); 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: vector subgroupQuadSwapHorizontal(vector); 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: double subgroupQuadSwapVertical(double); Step #5: dvec2 subgroupQuadSwapVertical(dvec2); Step #5: dvec3 subgroupQuadSwapVertical(dvec3); Step #5: dvec4 subgroupQuadSwapVertical(dvec4); 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: vector subgroupQuadSwapVertical(vector); 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: double subgroupQuadSwapDiagonal(double); Step #5: dvec2 subgroupQuadSwapDiagonal(dvec2); Step #5: dvec3 subgroupQuadSwapDiagonal(dvec3); Step #5: dvec4 subgroupQuadSwapDiagonal(dvec4); 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: vector subgroupQuadSwapDiagonal(vector); 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(double); Step #5: uvec4 subgroupPartitionNV(dvec2); Step #5: uvec4 subgroupPartitionNV(dvec3); Step #5: uvec4 subgroupPartitionNV(dvec4); 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: uvec4 subgroupPartitionNV(vector); 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: double subgroupPartitionedAddNV(double, uvec4 ballot); Step #5: dvec2 subgroupPartitionedAddNV(dvec2, uvec4 ballot); Step #5: dvec3 subgroupPartitionedAddNV(dvec3, uvec4 ballot); Step #5: dvec4 subgroupPartitionedAddNV(dvec4, 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: vector subgroupPartitionedAddNV(vector, 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: double subgroupPartitionedMulNV(double, uvec4 ballot); Step #5: dvec2 subgroupPartitionedMulNV(dvec2, uvec4 ballot); Step #5: dvec3 subgroupPartitionedMulNV(dvec3, uvec4 ballot); Step #5: dvec4 subgroupPartitionedMulNV(dvec4, 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: vector subgroupPartitionedMulNV(vector, 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: double subgroupPartitionedMinNV(double, uvec4 ballot); Step #5: dvec2 subgroupPartitionedMinNV(dvec2, uvec4 ballot); Step #5: dvec3 subgroupPartitionedMinNV(dvec3, uvec4 ballot); Step #5: dvec4 subgroupPartitionedMinNV(dvec4, 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: vector subgroupPartitionedMinNV(vector, 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: double subgroupPartitionedMaxNV(double, uvec4 ballot); Step #5: dvec2 subgroupPartitionedMaxNV(dvec2, uvec4 ballot); Step #5: dvec3 subgroupPartitionedMaxNV(dvec3, uvec4 ballot); Step #5: dvec4 subgroupPartitionedMaxNV(dvec4, 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: vector subgroupPartitionedMaxNV(vector, 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: vector subgroupPartitionedAndNV(vector, 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: vector subgroupPartitionedOrNV(vector, 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: vector subgroupPartitionedXorNV(vector, 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: double subgroupPartitionedInclusiveAddNV(double, uvec4 ballot); Step #5: dvec2 subgroupPartitionedInclusiveAddNV(dvec2, uvec4 ballot); Step #5: dvec3 subgroupPartitionedInclusiveAddNV(dvec3, uvec4 ballot); Step #5: dvec4 subgroupPartitionedInclusiveAddNV(dvec4, 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: vector subgroupPartitionedInclusiveAddNV(vector, 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: double subgroupPartitionedInclusiveMulNV(double, uvec4 ballot); Step #5: dvec2 subgroupPartitionedInclusiveMulNV(dvec2, uvec4 ballot); Step #5: dvec3 subgroupPartitionedInclusiveMulNV(dvec3, uvec4 ballot); Step #5: dvec4 subgroupPartitionedInclusiveMulNV(dvec4, 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: vector subgroupPartitionedInclusiveMulNV(vector, 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: double subgroupPartitionedInclusiveMinNV(double, uvec4 ballot); Step #5: dvec2 subgroupPartitionedInclusiveMinNV(dvec2, uvec4 ballot); Step #5: dvec3 subgroupPartitionedInclusiveMinNV(dvec3, uvec4 ballot); Step #5: dvec4 subgroupPartitionedInclusiveMinNV(dvec4, 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: vector subgroupPartitionedInclusiveMinNV(vector, 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: double subgroupPartitionedInclusiveMaxNV(double, uvec4 ballot); Step #5: dvec2 subgroupPartitionedInclusiveMaxNV(dvec2, uvec4 ballot); Step #5: dvec3 subgroupPartitionedInclusiveMaxNV(dvec3, uvec4 ballot); Step #5: dvec4 subgroupPartitionedInclusiveMaxNV(dvec4, 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: vector subgroupPartitionedInclusiveMaxNV(vector, 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: vector subgroupPartitionedInclusiveAndNV(vector, 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: vector subgroupPartitionedInclusiveOrNV(vector, 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: vector subgroupPartitionedInclusiveXorNV(vector, 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: double subgroupPartitionedExclusiveAddNV(double, uvec4 ballot); Step #5: dvec2 subgroupPartitionedExclusiveAddNV(dvec2, uvec4 ballot); Step #5: dvec3 subgroupPartitionedExclusiveAddNV(dvec3, uvec4 ballot); Step #5: dvec4 subgroupPartitionedExclusiveAddNV(dvec4, 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: vector subgroupPartitionedExclusiveAddNV(vector, 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: double subgroupPartitionedExclusiveMulNV(double, uvec4 ballot); Step #5: dvec2 subgroupPartitionedExclusiveMulNV(dvec2, uvec4 ballot); Step #5: dvec3 subgroupPartitionedExclusiveMulNV(dvec3, uvec4 ballot); Step #5: dvec4 subgroupPartitionedExclusiveMulNV(dvec4, 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: vector subgroupPartitionedExclusiveMulNV(vector, 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: double subgroupPartitionedExclusiveMinNV(double, uvec4 ballot); Step #5: dvec2 subgroupPartitionedExclusiveMinNV(dvec2, uvec4 ballot); Step #5: dvec3 subgroupPartitionedExclusiveMinNV(dvec3, uvec4 ballot); Step #5: dvec4 subgroupPartitionedExclusiveMinNV(dvec4, 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: vector subgroupPartitionedExclusiveMinNV(vector, 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: double subgroupPartitionedExclusiveMaxNV(double, uvec4 ballot); Step #5: dvec2 subgroupPartitionedExclusiveMaxNV(dvec2, uvec4 ballot); Step #5: dvec3 subgroupPartitionedExclusiveMaxNV(dvec3, uvec4 ballot); Step #5: dvec4 subgroupPartitionedExclusiveMaxNV(dvec4, 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: vector subgroupPartitionedExclusiveMaxNV(vector, 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: vector subgroupPartitionedExclusiveAndNV(vector, 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: vector subgroupPartitionedExclusiveOrNV(vector, 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: vector subgroupPartitionedExclusiveXorNV(vector, 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: 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 memoryBarrier();void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {float near;float far;float diff;};uniform gl_DepthRangeParameters gl_DepthRange; 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: vec4 texelFetch(texture1D,int,int); Step #5: vec4 texelFetchOffset(texture1D,int,int,int); Step #5: int textureSize(texture1D,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: ivec4 texelFetch(itexture1D,int,int); Step #5: ivec4 texelFetchOffset(itexture1D,int,int,int); Step #5: int textureSize(itexture1D,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: uvec4 texelFetch(utexture1D,int,int); Step #5: uvec4 texelFetchOffset(utexture1D,int,int,int); Step #5: int textureSize(utexture1D,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: vec4 texelFetch(texture2D,ivec2,int); Step #5: vec4 texelFetchOffset(texture2D,ivec2,int,ivec2); Step #5: ivec2 textureSize(texture2D,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: ivec4 texelFetch(itexture2D,ivec2,int); Step #5: ivec4 texelFetchOffset(itexture2D,ivec2,int,ivec2); Step #5: ivec2 textureSize(itexture2D,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: uvec4 texelFetch(utexture2D,ivec2,int); Step #5: uvec4 texelFetchOffset(utexture2D,ivec2,int,ivec2); Step #5: ivec2 textureSize(utexture2D,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: vec4 texelFetch(texture3D,ivec3,int); Step #5: vec4 texelFetchOffset(texture3D,ivec3,int,ivec3); Step #5: ivec3 textureSize(texture3D,int); 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: ivec4 texelFetch(itexture3D,ivec3,int); Step #5: ivec4 texelFetchOffset(itexture3D,ivec3,int,ivec3); Step #5: ivec3 textureSize(itexture3D,int); 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: uvec4 texelFetch(utexture3D,ivec3,int); Step #5: uvec4 texelFetchOffset(utexture3D,ivec3,int,ivec3); Step #5: ivec3 textureSize(utexture3D,int); 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(textureCube,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(itextureCube,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(utextureCube,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: vec4 texelFetch(texture2DRect,ivec2); Step #5: vec4 texelFetchOffset(texture2DRect,ivec2,ivec2); Step #5: ivec2 textureSize(texture2DRect); 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: ivec4 texelFetch(itexture2DRect,ivec2); Step #5: ivec4 texelFetchOffset(itexture2DRect,ivec2,ivec2); Step #5: ivec2 textureSize(itexture2DRect); 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: uvec4 texelFetch(utexture2DRect,ivec2); Step #5: uvec4 texelFetchOffset(utexture2DRect,ivec2,ivec2); Step #5: ivec2 textureSize(utexture2DRect); Step #5: int textureSize(samplerBuffer); Step #5: vec4 texelFetch(samplerBuffer,int); Step #5: vec4 texelFetch(textureBuffer,int); Step #5: int textureSize(textureBuffer); Step #5: int textureSize(isamplerBuffer); Step #5: ivec4 texelFetch(isamplerBuffer,int); Step #5: ivec4 texelFetch(itextureBuffer,int); Step #5: int textureSize(itextureBuffer); Step #5: int textureSize(usamplerBuffer); Step #5: uvec4 texelFetch(usamplerBuffer,int); Step #5: uvec4 texelFetch(utextureBuffer,int); Step #5: int textureSize(utextureBuffer); 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: vec4 texelFetch(texture1DArray,ivec2,int); Step #5: vec4 texelFetchOffset(texture1DArray,ivec2,int,int); Step #5: ivec2 textureSize(texture1DArray,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: ivec4 texelFetch(itexture1DArray,ivec2,int); Step #5: ivec4 texelFetchOffset(itexture1DArray,ivec2,int,int); Step #5: ivec2 textureSize(itexture1DArray,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: uvec4 texelFetch(utexture1DArray,ivec2,int); Step #5: uvec4 texelFetchOffset(utexture1DArray,ivec2,int,int); Step #5: ivec2 textureSize(utexture1DArray,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: vec4 texelFetch(texture2DArray,ivec3,int); Step #5: vec4 texelFetchOffset(texture2DArray,ivec3,int,ivec2); Step #5: ivec3 textureSize(texture2DArray,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: ivec4 texelFetch(itexture2DArray,ivec3,int); Step #5: ivec4 texelFetchOffset(itexture2DArray,ivec3,int,ivec2); Step #5: ivec3 textureSize(itexture2DArray,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: uvec4 texelFetch(utexture2DArray,ivec3,int); Step #5: uvec4 texelFetchOffset(utexture2DArray,ivec3,int,ivec2); Step #5: ivec3 textureSize(utexture2DArray,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(textureCubeArray,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(itextureCubeArray,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: ivec3 textureSize(utextureCubeArray,int); Step #5: ivec2 textureSize(sampler2DMS); Step #5: vec4 texelFetch(sampler2DMS,ivec2,int); Step #5: vec4 texelFetch(texture2DMS,ivec2,int); Step #5: ivec2 textureSize(texture2DMS); Step #5: ivec2 textureSize(isampler2DMS); Step #5: ivec4 texelFetch(isampler2DMS,ivec2,int); Step #5: ivec4 texelFetch(itexture2DMS,ivec2,int); Step #5: ivec2 textureSize(itexture2DMS); Step #5: ivec2 textureSize(usampler2DMS); Step #5: uvec4 texelFetch(usampler2DMS,ivec2,int); Step #5: uvec4 texelFetch(utexture2DMS,ivec2,int); Step #5: ivec2 textureSize(utexture2DMS); Step #5: ivec3 textureSize(sampler2DMSArray); Step #5: vec4 texelFetch(sampler2DMSArray,ivec3,int); Step #5: vec4 texelFetch(texture2DMSArray,ivec3,int); Step #5: ivec3 textureSize(texture2DMSArray); Step #5: ivec3 textureSize(isampler2DMSArray); Step #5: ivec4 texelFetch(isampler2DMSArray,ivec3,int); Step #5: ivec4 texelFetch(itexture2DMSArray,ivec3,int); Step #5: ivec3 textureSize(itexture2DMSArray); Step #5: ivec3 textureSize(usampler2DMSArray); Step #5: uvec4 texelFetch(usampler2DMSArray,ivec3,int); Step #5: uvec4 texelFetch(utexture2DMSArray,ivec3,int); Step #5: ivec3 textureSize(utexture2DMSArray); 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: 0:456: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:16: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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;vec4 gl_FragColor;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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: 0:428: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: vector radians(vector); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: vector degrees(vector); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: vector sin(vector); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: vector cos(vector); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: vector tan(vector); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: vector asin(vector); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: vector acos(vector); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: vector atan(vector,vector); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: vector atan(vector); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: vector pow(vector,vector); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: vector exp(vector); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: vector log(vector); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: vector exp2(vector); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: vector log2(vector); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: vector sqrt(vector); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: vector inversesqrt(vector); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: vector abs(vector); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: vector sign(vector); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: vector floor(vector); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: vector ceil(vector); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: vector fract(vector); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: vector mod(vector,vector); Step #5: vector mod(vector,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: vector min(vector,vector); Step #5: vector min(vector,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: vector max(vector,vector); Step #5: vector max(vector,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: vector clamp(vector,vector,vector); Step #5: vector clamp(vector,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: vector mix(vector,vector,vector); Step #5: vector mix(vector,vector,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: vector step(vector,vector); Step #5: vector step(float,vector); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: vector smoothstep(vector,vector,vector); Step #5: vector smoothstep(float,float,vector); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: vector normalize(vector); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: vector faceforward(vector,vector,vector); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: vector reflect(vector,vector); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: vector refract(vector,vector,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float length(vector); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float distance(vector,vector); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: float dot(vector,vector); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: vector lessThan(vector,vector); Step #5: vector lessThan(vector,vector); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: vector lessThanEqual(vector,vector); Step #5: vector lessThanEqual(vector,vector); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: vector greaterThan(vector,vector); Step #5: vector greaterThan(vector,vector); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: vector greaterThanEqual(vector,vector); Step #5: vector greaterThanEqual(vector,vector); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: vector equal(vector,vector); Step #5: vector equal(vector,vector); Step #5: vector equal(vector,vector); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: vector notEqual(vector,vector); Step #5: vector notEqual(vector,vector); Step #5: vector notEqual(vector,vector); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool any(vector); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bool all(vector); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: vector not(vector); Step #5: float sinh(float); Step #5: vec2 sinh(vec2); Step #5: vec3 sinh(vec3); Step #5: vec4 sinh(vec4); Step #5: vector sinh(vector); Step #5: float cosh(float); Step #5: vec2 cosh(vec2); Step #5: vec3 cosh(vec3); Step #5: vec4 cosh(vec4); Step #5: vector cosh(vector); Step #5: float tanh(float); Step #5: vec2 tanh(vec2); Step #5: vec3 tanh(vec3); Step #5: vec4 tanh(vec4); Step #5: vector tanh(vector); Step #5: float asinh(float); Step #5: vec2 asinh(vec2); Step #5: vec3 asinh(vec3); Step #5: vec4 asinh(vec4); Step #5: vector asinh(vector); Step #5: float acosh(float); Step #5: vec2 acosh(vec2); Step #5: vec3 acosh(vec3); Step #5: vec4 acosh(vec4); Step #5: vector acosh(vector); Step #5: float atanh(float); Step #5: vec2 atanh(vec2); Step #5: vec3 atanh(vec3); Step #5: vec4 atanh(vec4); Step #5: vector atanh(vector); Step #5: int abs(int); Step #5: ivec2 abs(ivec2); Step #5: ivec3 abs(ivec3); Step #5: ivec4 abs(ivec4); Step #5: vector abs(vector); Step #5: int sign(int); Step #5: ivec2 sign(ivec2); Step #5: ivec3 sign(ivec3); Step #5: ivec4 sign(ivec4); Step #5: vector sign(vector); Step #5: float trunc(float); Step #5: vec2 trunc(vec2); Step #5: vec3 trunc(vec3); Step #5: vec4 trunc(vec4); Step #5: vector trunc(vector); Step #5: float round(float); Step #5: vec2 round(vec2); Step #5: vec3 round(vec3); Step #5: vec4 round(vec4); Step #5: vector round(vector); Step #5: float roundEven(float); Step #5: vec2 roundEven(vec2); Step #5: vec3 roundEven(vec3); Step #5: vec4 roundEven(vec4); Step #5: vector roundEven(vector); 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: vector modf(vector,out vector); 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: vector min(vector,vector); Step #5: vector min(vector,vector); Step #5: vector min(vector,int); Step #5: vector min(vector,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: vector max(vector,vector); Step #5: vector max(vector,vector); Step #5: vector max(vector,int); Step #5: vector max(vector,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: vector clamp(vector,vector,vector); Step #5: vector clamp(vector,vector,vector); Step #5: vector clamp(vector,int,int); Step #5: vector clamp(vector,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: vector mix(vector,vector,vector); Step #5: bool isinf(float); Step #5: bvec2 isinf(vec2); Step #5: bvec3 isinf(vec3); Step #5: bvec4 isinf(vec4); Step #5: vector isinf(vector); Step #5: bool isnan(float); Step #5: bvec2 isnan(vec2); Step #5: bvec3 isnan(vec3); Step #5: bvec4 isnan(vec4); Step #5: vector isnan(vector); Step #5: bvec2 lessThan(uvec2,uvec2); Step #5: bvec3 lessThan(uvec3,uvec3); Step #5: bvec4 lessThan(uvec4,uvec4); Step #5: vector lessThan(vector,vector); Step #5: bvec2 lessThanEqual(uvec2,uvec2); Step #5: bvec3 lessThanEqual(uvec3,uvec3); Step #5: bvec4 lessThanEqual(uvec4,uvec4); Step #5: vector lessThanEqual(vector,vector); Step #5: bvec2 greaterThan(uvec2,uvec2); Step #5: bvec3 greaterThan(uvec3,uvec3); Step #5: bvec4 greaterThan(uvec4,uvec4); Step #5: vector greaterThan(vector,vector); Step #5: bvec2 greaterThanEqual(uvec2,uvec2); Step #5: bvec3 greaterThanEqual(uvec3,uvec3); Step #5: bvec4 greaterThanEqual(uvec4,uvec4); Step #5: vector greaterThanEqual(vector,vector); Step #5: bvec2 equal(uvec2,uvec2); Step #5: bvec3 equal(uvec3,uvec3); Step #5: bvec4 equal(uvec4,uvec4); Step #5: vector equal(vector,vector); Step #5: bvec2 notEqual(uvec2,uvec2); Step #5: bvec3 notEqual(uvec3,uvec3); Step #5: bvec4 notEqual(uvec4,uvec4); Step #5: vector notEqual(vector,vector); 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: 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: 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: 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 memoryBarrier();void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); 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: 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: vec4 texelFetch(texture1D,int,int); Step #5: vec4 texelFetchOffset(texture1D,int,int,int); Step #5: int textureSize(texture1D,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: ivec4 texelFetch(itexture1D,int,int); Step #5: ivec4 texelFetchOffset(itexture1D,int,int,int); Step #5: int textureSize(itexture1D,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: uvec4 texelFetch(utexture1D,int,int); Step #5: uvec4 texelFetchOffset(utexture1D,int,int,int); Step #5: int textureSize(utexture1D,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: vec4 texelFetch(texture2D,ivec2,int); Step #5: vec4 texelFetchOffset(texture2D,ivec2,int,ivec2); Step #5: ivec2 textureSize(texture2D,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: ivec4 texelFetch(itexture2D,ivec2,int); Step #5: ivec4 texelFetchOffset(itexture2D,ivec2,int,ivec2); Step #5: ivec2 textureSize(itexture2D,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: uvec4 texelFetch(utexture2D,ivec2,int); Step #5: uvec4 texelFetchOffset(utexture2D,ivec2,int,ivec2); Step #5: ivec2 textureSize(utexture2D,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: vec4 texelFetch(texture3D,ivec3,int); Step #5: vec4 texelFetchOffset(texture3D,ivec3,int,ivec3); Step #5: ivec3 textureSize(texture3D,int); 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: ivec4 texelFetch(itexture3D,ivec3,int); Step #5: ivec4 texelFetchOffset(itexture3D,ivec3,int,ivec3); Step #5: ivec3 textureSize(itexture3D,int); 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: uvec4 texelFetch(utexture3D,ivec3,int); Step #5: uvec4 texelFetchOffset(utexture3D,ivec3,int,ivec3); Step #5: ivec3 textureSize(utexture3D,int); 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(textureCube,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(itextureCube,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(utextureCube,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: vec4 texelFetch(texture2DRect,ivec2); Step #5: vec4 texelFetchOffset(texture2DRect,ivec2,ivec2); Step #5: ivec2 textureSize(texture2DRect); 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: vec4 texelFetch(texture1DArray,ivec2,int); Step #5: vec4 texelFetchOffset(texture1DArray,ivec2,int,int); Step #5: ivec2 textureSize(texture1DArray,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: ivec4 texelFetch(itexture1DArray,ivec2,int); Step #5: ivec4 texelFetchOffset(itexture1DArray,ivec2,int,int); Step #5: ivec2 textureSize(itexture1DArray,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: uvec4 texelFetch(utexture1DArray,ivec2,int); Step #5: uvec4 texelFetchOffset(utexture1DArray,ivec2,int,int); Step #5: ivec2 textureSize(utexture1DArray,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: vec4 texelFetch(texture2DArray,ivec3,int); Step #5: vec4 texelFetchOffset(texture2DArray,ivec3,int,ivec2); Step #5: ivec3 textureSize(texture2DArray,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: ivec4 texelFetch(itexture2DArray,ivec3,int); Step #5: ivec4 texelFetchOffset(itexture2DArray,ivec3,int,ivec2); Step #5: ivec3 textureSize(itexture2DArray,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: uvec4 texelFetch(utexture2DArray,ivec3,int); Step #5: uvec4 texelFetchOffset(utexture2DArray,ivec3,int,ivec2); Step #5: ivec3 textureSize(utexture2DArray,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(textureCubeArray,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(itextureCubeArray,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: ivec3 textureSize(utextureCubeArray,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: 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: Step #5: Unable to parse built-ins Step #5: ERROR: 0:428: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:16: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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;in float gl_ClipDistance[];in float gl_FogFragCoord;in vec4 gl_TexCoord[];in vec4 gl_Color;in vec4 gl_SecondaryColor;flat in int gl_SampleID; in vec2 gl_SamplePosition; out int gl_SampleMask[];uniform int gl_NumSamples; 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: 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: 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: 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: 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: 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: 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: 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: 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: vec4 texture(samplerCube,vec3,float); Step #5: ivec4 texture(isamplerCube,vec3,float); Step #5: uvec4 texture(usamplerCube,vec3,float); Step #5: vec4 subpassLoad(subpassInput); Step #5: ivec4 subpassLoad(isubpassInput); Step #5: uvec4 subpassLoad(usubpassInput); Step #5: vec4 texture(sampler1DArray,vec2,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int,float); Step #5: ivec4 texture(isampler1DArray,vec2,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int,float); Step #5: uvec4 texture(usampler1DArray,vec2,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int,float); Step #5: vec4 texture(sampler2DArray,vec3,float); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2,float); Step #5: ivec4 texture(isampler2DArray,vec3,float); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2,float); Step #5: uvec4 texture(usampler2DArray,vec3,float); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2,float); Step #5: vec4 texture(samplerCubeArray,vec4,float); Step #5: ivec4 texture(isamplerCubeArray,vec4,float); Step #5: uvec4 texture(usamplerCubeArray,vec4,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: 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: float texture(samplerCubeShadow,vec4,float); Step #5: float texture(sampler1DArrayShadow,vec3,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int,float); Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: 0:379: '' : 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 atomicAdd(coherent volatile nontemporal inout int,int); Step #5: uint atomicAdd(coherent volatile nontemporal inout uint,uint); Step #5: int atomicMin(coherent volatile nontemporal inout int,int); Step #5: uint atomicMin(coherent volatile nontemporal inout uint,uint); Step #5: int atomicMax(coherent volatile nontemporal inout int,int); Step #5: uint atomicMax(coherent volatile nontemporal inout uint,uint); Step #5: int atomicAnd(coherent volatile nontemporal inout int,int); Step #5: uint atomicAnd(coherent volatile nontemporal inout uint,uint); Step #5: int atomicOr(coherent volatile nontemporal inout int,int); Step #5: uint atomicOr(coherent volatile nontemporal inout uint,uint); Step #5: int atomicXor(coherent volatile nontemporal inout int,int); Step #5: uint atomicXor(coherent volatile nontemporal inout uint,uint); Step #5: int atomicExchange(coherent volatile nontemporal inout int,int); Step #5: uint atomicExchange(coherent volatile nontemporal inout uint,uint); Step #5: int atomicCompSwap(coherent volatile nontemporal inout int,int,int); Step #5: uint atomicCompSwap(coherent volatile nontemporal inout uint,uint,uint); Step #5: bool mix(bool,bool,bool); Step #5: bvec2 mix(bvec2,bvec2,bvec2); Step #5: bvec3 mix(bvec3,bvec3,bvec3); Step #5: bvec4 mix(bvec4,bvec4,bvec4); Step #5: int mix(int,int,bool); Step #5: ivec2 mix(ivec2,ivec2,bvec2); Step #5: ivec3 mix(ivec3,ivec3,bvec3); Step #5: ivec4 mix(ivec4,ivec4,bvec4); Step #5: uint mix(uint,uint,bool); Step #5: uvec2 mix(uvec2,uvec2,bvec2); Step #5: uvec3 mix(uvec3,uvec3,bvec3); Step #5: uvec4 mix(uvec4,uvec4,bvec4); Step #5: float64_t sqrt(float64_t);f64vec2 sqrt(f64vec2);f64vec3 sqrt(f64vec3);f64vec4 sqrt(f64vec4);float64_t inversesqrt(float64_t);f64vec2 inversesqrt(f64vec2);f64vec3 inversesqrt(f64vec3);f64vec4 inversesqrt(f64vec4);float64_t abs(float64_t);f64vec2 abs(f64vec2);f64vec3 abs(f64vec3);f64vec4 abs(f64vec4);float64_t sign(float64_t);f64vec2 sign(f64vec2);f64vec3 sign(f64vec3);f64vec4 sign(f64vec4);float64_t floor(float64_t);f64vec2 floor(f64vec2);f64vec3 floor(f64vec3);f64vec4 floor(f64vec4);float64_t trunc(float64_t);f64vec2 trunc(f64vec2);f64vec3 trunc(f64vec3);f64vec4 trunc(f64vec4);float64_t round(float64_t);f64vec2 round(f64vec2);f64vec3 round(f64vec3);f64vec4 round(f64vec4);float64_t roundEven(float64_t);f64vec2 roundEven(f64vec2);f64vec3 roundEven(f64vec3);f64vec4 roundEven(f64vec4);float64_t ceil(float64_t);f64vec2 ceil(f64vec2);f64vec3 ceil(f64vec3);f64vec4 ceil(f64vec4);float64_t fract(float64_t);f64vec2 fract(f64vec2);f64vec3 fract(f64vec3);f64vec4 fract(f64vec4);float64_t mod(float64_t, float64_t);f64vec2 mod(f64vec2 , float64_t);f64vec3 mod(f64vec3 , float64_t);f64vec4 mod(f64vec4 , float64_t);f64vec2 mod(f64vec2 , f64vec2);f64vec3 mod(f64vec3 , f64vec3);f64vec4 mod(f64vec4 , f64vec4);float64_t modf(float64_t, out float64_t);f64vec2 modf(f64vec2, out f64vec2);f64vec3 modf(f64vec3, out f64vec3);f64vec4 modf(f64vec4, out f64vec4);float64_t min(float64_t, float64_t);f64vec2 min(f64vec2, float64_t);f64vec3 min(f64vec3, float64_t);f64vec4 min(f64vec4, float64_t);f64vec2 min(f64vec2, f64vec2);f64vec3 min(f64vec3, f64vec3);f64vec4 min(f64vec4, f64vec4);float64_t max(float64_t, float64_t);f64vec2 max(f64vec2 , float64_t);f64vec3 max(f64vec3 , float64_t);f64vec4 max(f64vec4 , float64_t);f64vec2 max(f64vec2 , f64vec2);f64vec3 max(f64vec3 , f64vec3);f64vec4 max(f64vec4 , f64vec4);float64_t clamp(float64_t, float64_t, float64_t);f64vec2 clamp(f64vec2 , float64_t, float64_t);f64vec3 clamp(f64vec3 , float64_t, float64_t);f64vec4 clamp(f64vec4 , float64_t, float64_t);f64vec2 clamp(f64vec2 , f64vec2 , f64vec2);f64vec3 clamp(f64vec3 , f64vec3 , f64vec3);f64vec4 clamp(f64vec4 , f64vec4 , f64vec4);float64_t mix(float64_t, float64_t, float64_t);f64vec2 mix(f64vec2, f64vec2, float64_t);f64vec3 mix(f64vec3, f64vec3, float64_t);f64vec4 mix(f64vec4, f64vec4, float64_t);f64vec2 mix(f64vec2, f64vec2, f64vec2);f64vec3 mix(f64vec3, f64vec3, f64vec3);f64vec4 mix(f64vec4, f64vec4, f64vec4);float64_t mix(float64_t, float64_t, bool);f64vec2 mix(f64vec2, f64vec2, bvec2);f64vec3 mix(f64vec3, f64vec3, bvec3);f64vec4 mix(f64vec4, f64vec4, bvec4);float64_t step(float64_t, float64_t);f64vec2 step(f64vec2 , f64vec2);f64vec3 step(f64vec3 , f64vec3);f64vec4 step(f64vec4 , f64vec4);f64vec2 step(float64_t, f64vec2);f64vec3 step(float64_t, f64vec3);f64vec4 step(float64_t, f64vec4);float64_t smoothstep(float64_t, float64_t, float64_t);f64vec2 smoothstep(f64vec2 , f64vec2 , f64vec2);f64vec3 smoothstep(f64vec3 , f64vec3 , f64vec3);f64vec4 smoothstep(f64vec4 , f64vec4 , f64vec4);f64vec2 smoothstep(float64_t, float64_t, f64vec2);f64vec3 smoothstep(float64_t, float64_t, f64vec3);f64vec4 smoothstep(float64_t, float64_t, f64vec4);float64_t length(float64_t);float64_t length(f64vec2);float64_t length(f64vec3);float64_t length(f64vec4);float64_t distance(float64_t, float64_t);float64_t distance(f64vec2 , f64vec2);float64_t distance(f64vec3 , f64vec3);float64_t distance(f64vec4 , f64vec4);float64_t dot(float64_t, float64_t);float64_t dot(f64vec2 , f64vec2);float64_t dot(f64vec3 , f64vec3);float64_t dot(f64vec4 , f64vec4);f64vec3 cross(f64vec3, f64vec3);float64_t normalize(float64_t);f64vec2 normalize(f64vec2);f64vec3 normalize(f64vec3);f64vec4 normalize(f64vec4);float64_t faceforward(float64_t, float64_t, float64_t);f64vec2 faceforward(f64vec2, f64vec2, f64vec2);f64vec3 faceforward(f64vec3, f64vec3, f64vec3);f64vec4 faceforward(f64vec4, f64vec4, f64vec4);float64_t reflect(float64_t, float64_t);f64vec2 reflect(f64vec2 , f64vec2 );f64vec3 reflect(f64vec3 , f64vec3 );f64vec4 reflect(f64vec4 , f64vec4 );float64_t refract(float64_t, float64_t, float64_t);f64vec2 refract(f64vec2 , f64vec2 , float64_t);f64vec3 refract(f64vec3 , f64vec3 , float64_t);f64vec4 refract(f64vec4 , f64vec4 , float64_t);f64mat2 matrixCompMult(f64mat2, f64mat2);f64mat3 matrixCompMult(f64mat3, f64mat3);f64mat4 matrixCompMult(f64mat4, f64mat4);f64mat2x3 matrixCompMult(f64mat2x3, f64mat2x3);f64mat2x4 matrixCompMult(f64mat2x4, f64mat2x4);f64mat3x2 matrixCompMult(f64mat3x2, f64mat3x2);f64mat3x4 matrixCompMult(f64mat3x4, f64mat3x4);f64mat4x2 matrixCompMult(f64mat4x2, f64mat4x2);f64mat4x3 matrixCompMult(f64mat4x3, f64mat4x3);f64mat2 outerProduct(f64vec2, f64vec2);f64mat3 outerProduct(f64vec3, f64vec3);f64mat4 outerProduct(f64vec4, f64vec4);f64mat2x3 outerProduct(f64vec3, f64vec2);f64mat3x2 outerProduct(f64vec2, f64vec3);f64mat2x4 outerProduct(f64vec4, f64vec2);f64mat4x2 outerProduct(f64vec2, f64vec4);f64mat3x4 outerProduct(f64vec4, f64vec3);f64mat4x3 outerProduct(f64vec3, f64vec4);f64mat2 transpose(f64mat2);f64mat3 transpose(f64mat3);f64mat4 transpose(f64mat4);f64mat2x3 transpose(f64mat3x2);f64mat3x2 transpose(f64mat2x3);f64mat2x4 transpose(f64mat4x2);f64mat4x2 transpose(f64mat2x4);f64mat3x4 transpose(f64mat4x3);f64mat4x3 transpose(f64mat3x4);float64_t determinant(f64mat2);float64_t determinant(f64mat3);float64_t determinant(f64mat4);f64mat2 inverse(f64mat2);f64mat3 inverse(f64mat3);f64mat4 inverse(f64mat4); Step #5: int64_t abs(int64_t);i64vec2 abs(i64vec2);i64vec3 abs(i64vec3);i64vec4 abs(i64vec4);int64_t sign(int64_t);i64vec2 sign(i64vec2);i64vec3 sign(i64vec3);i64vec4 sign(i64vec4);int64_t min(int64_t, int64_t);i64vec2 min(i64vec2, int64_t);i64vec3 min(i64vec3, int64_t);i64vec4 min(i64vec4, int64_t);i64vec2 min(i64vec2, i64vec2);i64vec3 min(i64vec3, i64vec3);i64vec4 min(i64vec4, i64vec4);uint64_t min(uint64_t, uint64_t);u64vec2 min(u64vec2, uint64_t);u64vec3 min(u64vec3, uint64_t);u64vec4 min(u64vec4, uint64_t);u64vec2 min(u64vec2, u64vec2);u64vec3 min(u64vec3, u64vec3);u64vec4 min(u64vec4, u64vec4);int64_t max(int64_t, int64_t);i64vec2 max(i64vec2, int64_t);i64vec3 max(i64vec3, int64_t);i64vec4 max(i64vec4, int64_t);i64vec2 max(i64vec2, i64vec2);i64vec3 max(i64vec3, i64vec3);i64vec4 max(i64vec4, i64vec4);uint64_t max(uint64_t, uint64_t);u64vec2 max(u64vec2, uint64_t);u64vec3 max(u64vec3, uint64_t);u64vec4 max(u64vec4, uint64_t);u64vec2 max(u64vec2, u64vec2);u64vec3 max(u64vec3, u64vec3);u64vec4 max(u64vec4, u64vec4);int64_t clamp(int64_t, int64_t, int64_t);i64vec2 clamp(i64vec2, int64_t, int64_t);i64vec3 clamp(i64vec3, int64_t, int64_t);i64vec4 clamp(i64vec4, int64_t, int64_t);i64vec2 clamp(i64vec2, i64vec2, i64vec2);i64vec3 clamp(i64vec3, i64vec3, i64vec3);i64vec4 clamp(i64vec4, i64vec4, i64vec4);uint64_t clamp(uint64_t, uint64_t, uint64_t);u64vec2 clamp(u64vec2, uint64_t, uint64_t);u64vec3 clamp(u64vec3, uint64_t, uint64_t);u64vec4 clamp(u64vec4, uint64_t, uint64_t);u64vec2 clamp(u64vec2, u64vec2, u64vec2);u64vec3 clamp(u64vec3, u64vec3, u64vec3);u64vec4 clamp(u64vec4, u64vec4, u64vec4);int64_t mix(int64_t, int64_t, bool);i64vec2 mix(i64vec2, i64vec2, bvec2);i64vec3 mix(i64vec3, i64vec3, bvec3);i64vec4 mix(i64vec4, i64vec4, bvec4);uint64_t mix(uint64_t, uint64_t, bool);u64vec2 mix(u64vec2, u64vec2, bvec2);u64vec3 mix(u64vec3, u64vec3, bvec3);u64vec4 mix(u64vec4, u64vec4, bvec4);int64_t doubleBitsToInt64(float64_t);i64vec2 doubleBitsToInt64(f64vec2);i64vec3 doubleBitsToInt64(f64vec3);i64vec4 doubleBitsToInt64(f64vec4);uint64_t doubleBitsToUint64(float64_t);u64vec2 doubleBitsToUint64(f64vec2);u64vec3 doubleBitsToUint64(f64vec3);u64vec4 doubleBitsToUint64(f64vec4);float64_t int64BitsToDouble(int64_t);f64vec2 int64BitsToDouble(i64vec2);f64vec3 int64BitsToDouble(i64vec3);f64vec4 int64BitsToDouble(i64vec4);float64_t uint64BitsToDouble(uint64_t);f64vec2 uint64BitsToDouble(u64vec2);f64vec3 uint64BitsToDouble(u64vec3);f64vec4 uint64BitsToDouble(u64vec4);int64_t packInt2x32(ivec2);uint64_t packUint2x32(uvec2);ivec2 unpackInt2x32(int64_t);uvec2 unpackUint2x32(uint64_t);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);int64_t bitCount(int64_t);i64vec2 bitCount(i64vec2);i64vec3 bitCount(i64vec3);i64vec4 bitCount(i64vec4);int64_t bitCount(uint64_t);i64vec2 bitCount(u64vec2);i64vec3 bitCount(u64vec3);i64vec4 bitCount(u64vec4);int64_t findLSB(int64_t);i64vec2 findLSB(i64vec2);i64vec3 findLSB(i64vec3);i64vec4 findLSB(i64vec4);int64_t findLSB(uint64_t);i64vec2 findLSB(u64vec2);i64vec3 findLSB(u64vec3);i64vec4 findLSB(u64vec4);int64_t findMSB(int64_t);i64vec2 findMSB(i64vec2);i64vec3 findMSB(i64vec3);i64vec4 findMSB(i64vec4);int64_t findMSB(uint64_t);i64vec2 findMSB(u64vec2);i64vec3 findMSB(u64vec3);i64vec4 findMSB(u64vec4); Step #5: uint atomicAdd(coherent volatile nontemporal inout uint, uint, int, int, int); int atomicAdd(coherent volatile nontemporal inout int, int, int, int, int);uint atomicMin(coherent volatile nontemporal inout uint, uint, int, int, int); int atomicMin(coherent volatile nontemporal inout int, int, int, int, int);uint atomicMax(coherent volatile nontemporal inout uint, uint, int, int, int); int atomicMax(coherent volatile nontemporal inout int, int, int, int, int);uint atomicAnd(coherent volatile nontemporal inout uint, uint, int, int, int); int atomicAnd(coherent volatile nontemporal inout int, int, int, int, int);uint atomicOr (coherent volatile nontemporal inout uint, uint, int, int, int); int atomicOr (coherent volatile nontemporal inout int, int, int, int, int);uint atomicXor(coherent volatile nontemporal inout uint, uint, int, int, int); int atomicXor(coherent volatile nontemporal inout int, int, int, int, int);uint atomicExchange(coherent volatile nontemporal inout uint, uint, int, int, int); int atomicExchange(coherent volatile nontemporal inout int, int, int, int, int);uint atomicCompSwap(coherent volatile nontemporal inout uint, uint, uint, int, int, int, int, int); int atomicCompSwap(coherent volatile nontemporal inout int, int, int, int, int, int, int, int);uint atomicLoad(coherent volatile nontemporal in uint, int, int, int); int atomicLoad(coherent volatile nontemporal in int, int, int, int);void atomicStore(coherent volatile nontemporal out uint, uint, int, int, int);void atomicStore(coherent volatile nontemporal out int, int, int, int, int); 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: float64_t fma(float64_t, float64_t, float64_t);f64vec2 fma(f64vec2, f64vec2, f64vec2 );f64vec3 fma(f64vec3, f64vec3, f64vec3 );f64vec4 fma(f64vec4, f64vec4, f64vec4 ); 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: float64_t frexp(float64_t, out int);f64vec2 frexp( f64vec2, out ivec2);f64vec3 frexp( f64vec3, out ivec3);f64vec4 frexp( f64vec4, out ivec4);float64_t ldexp(float64_t, int);f64vec2 ldexp( f64vec2, ivec2);f64vec3 ldexp( f64vec3, ivec3);f64vec4 ldexp( f64vec4, ivec4); 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: highp uint packSnorm4x8(vec4);highp uint packUnorm4x8(vec4); Step #5: mediump vec4 unpackSnorm4x8(highp uint);mediump 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: 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: 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: lowp int findLSB( int);lowp ivec2 findLSB(ivec2);lowp ivec3 findLSB(ivec3);lowp ivec4 findLSB(ivec4);lowp int findLSB( uint);lowp ivec2 findLSB(uvec2);lowp ivec3 findLSB(uvec3);lowp ivec4 findLSB(uvec4); 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: lowp int bitCount( int);lowp ivec2 bitCount(ivec2);lowp ivec3 bitCount(ivec3);lowp ivec4 bitCount(ivec4);lowp int bitCount( uint);lowp ivec2 bitCount(uvec2);lowp ivec3 bitCount(uvec3);lowp ivec4 bitCount(uvec4);lowp int findMSB(highp int);lowp ivec2 findMSB(highp ivec2);lowp ivec3 findMSB(highp ivec3);lowp ivec4 findMSB(highp ivec4);lowp int findMSB(highp uint);lowp ivec2 findMSB(highp uvec2);lowp ivec3 findMSB(highp uvec3);lowp ivec4 findMSB(highp uvec4); 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: 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: bool subgroupAllEqual(vector); 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: vector subgroupBroadcast(vector, 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: vector subgroupBroadcastFirst(vector); 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: vector subgroupShuffle(vector, 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: vector subgroupShuffleXor(vector, 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: vector subgroupShuffleUp(vector, 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: vector subgroupShuffleDown(vector, 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: vector subgroupRotate(vector, 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: vector subgroupClusteredRotate(vector, 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: vector subgroupAdd(vector); 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: vector subgroupMul(vector); 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: vector subgroupMin(vector); 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: vector subgroupMax(vector); 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: vector subgroupAnd(vector); 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: vector subgroupOr(vector); 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: vector subgroupXor(vector); 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: vector subgroupInclusiveAdd(vector); 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: vector subgroupInclusiveMul(vector); 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: vector subgroupInclusiveMin(vector); 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: vector subgroupInclusiveMax(vector); 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: vector subgroupInclusiveAnd(vector); 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: vector subgroupInclusiveOr(vector); 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: vector subgroupInclusiveXor(vector); 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: vector subgroupExclusiveAdd(vector); 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: vector subgroupExclusiveMul(vector); 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: vector subgroupExclusiveMin(vector); 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: vector subgroupExclusiveMax(vector); 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: vector subgroupExclusiveAnd(vector); 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: vector subgroupExclusiveOr(vector); 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: vector subgroupExclusiveXor(vector); 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: vector subgroupClusteredAdd(vector, 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: vector subgroupClusteredMul(vector, 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: vector subgroupClusteredMin(vector, 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: vector subgroupClusteredMax(vector, 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: vector subgroupClusteredAnd(vector, 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: vector subgroupClusteredOr(vector, 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: vector subgroupClusteredXor(vector, 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: vector subgroupQuadBroadcast(vector, 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: vector subgroupQuadSwapHorizontal(vector); 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: vector subgroupQuadSwapVertical(vector); 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: vector subgroupQuadSwapDiagonal(vector); 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: uvec4 subgroupPartitionNV(vector); 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: vector subgroupPartitionedAddNV(vector, 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: vector subgroupPartitionedMulNV(vector, 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: vector subgroupPartitionedMinNV(vector, 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: vector subgroupPartitionedMaxNV(vector, 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: vector subgroupPartitionedAndNV(vector, 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: vector subgroupPartitionedOrNV(vector, 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: vector subgroupPartitionedXorNV(vector, 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: vector subgroupPartitionedInclusiveAddNV(vector, 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: vector subgroupPartitionedInclusiveMulNV(vector, 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: vector subgroupPartitionedInclusiveMinNV(vector, 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: vector subgroupPartitionedInclusiveMaxNV(vector, 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: vector subgroupPartitionedInclusiveAndNV(vector, 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: vector subgroupPartitionedInclusiveOrNV(vector, 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: vector subgroupPartitionedInclusiveXorNV(vector, 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: vector subgroupPartitionedExclusiveAddNV(vector, 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: vector subgroupPartitionedExclusiveMulNV(vector, 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: vector subgroupPartitionedExclusiveMinNV(vector, 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: vector subgroupPartitionedExclusiveMaxNV(vector, 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: vector subgroupPartitionedExclusiveAndNV(vector, 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: vector subgroupPartitionedExclusiveOrNV(vector, 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: vector subgroupPartitionedExclusiveXorNV(vector, 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: struct gl_TextureFootprint2DNV {uvec2 anchor;uvec2 offset;uvec2 mask;uint lod;uint granularity;};struct gl_TextureFootprint3DNV {uvec3 anchor;uvec3 offset;uvec2 mask;uint lod;uint granularity;};bool textureFootprintNV(sampler2D, vec2, int, bool, out gl_TextureFootprint2DNV);bool textureFootprintNV(sampler3D, vec3, int, bool, out gl_TextureFootprint3DNV);bool textureFootprintNV(sampler2D, vec2, int, bool, out gl_TextureFootprint2DNV, float);bool textureFootprintNV(sampler3D, vec3, int, bool, out gl_TextureFootprint3DNV, float);bool textureFootprintClampNV(sampler2D, vec2, float, int, bool, out gl_TextureFootprint2DNV);bool textureFootprintClampNV(sampler3D, vec3, float, int, bool, out gl_TextureFootprint3DNV);bool textureFootprintClampNV(sampler2D, vec2, float, int, bool, out gl_TextureFootprint2DNV, float);bool textureFootprintClampNV(sampler3D, vec3, float, int, bool, out gl_TextureFootprint3DNV, float);bool textureFootprintLodNV(sampler2D, vec2, float, int, bool, out gl_TextureFootprint2DNV);bool textureFootprintLodNV(sampler3D, vec3, float, int, bool, out gl_TextureFootprint3DNV);bool textureFootprintGradNV(sampler2D, vec2, vec2, vec2, int, bool, out gl_TextureFootprint2DNV);bool textureFootprintGradClampNV(sampler2D, vec2, vec2, vec2, float, int, bool, out gl_TextureFootprint2DNV); Step #5: float16_t radians(float16_t);f16vec2 radians(f16vec2);f16vec3 radians(f16vec3);f16vec4 radians(f16vec4);float16_t degrees(float16_t);f16vec2 degrees(f16vec2);f16vec3 degrees(f16vec3);f16vec4 degrees(f16vec4);float16_t sin(float16_t);f16vec2 sin(f16vec2);f16vec3 sin(f16vec3);f16vec4 sin(f16vec4);float16_t cos(float16_t);f16vec2 cos(f16vec2);f16vec3 cos(f16vec3);f16vec4 cos(f16vec4);float16_t tan(float16_t);f16vec2 tan(f16vec2);f16vec3 tan(f16vec3);f16vec4 tan(f16vec4);float16_t asin(float16_t);f16vec2 asin(f16vec2);f16vec3 asin(f16vec3);f16vec4 asin(f16vec4);float16_t acos(float16_t);f16vec2 acos(f16vec2);f16vec3 acos(f16vec3);f16vec4 acos(f16vec4);float16_t atan(float16_t, float16_t);f16vec2 atan(f16vec2, f16vec2);f16vec3 atan(f16vec3, f16vec3);f16vec4 atan(f16vec4, f16vec4);float16_t atan(float16_t);f16vec2 atan(f16vec2);f16vec3 atan(f16vec3);f16vec4 atan(f16vec4);float16_t sinh(float16_t);f16vec2 sinh(f16vec2);f16vec3 sinh(f16vec3);f16vec4 sinh(f16vec4);float16_t cosh(float16_t);f16vec2 cosh(f16vec2);f16vec3 cosh(f16vec3);f16vec4 cosh(f16vec4);float16_t tanh(float16_t);f16vec2 tanh(f16vec2);f16vec3 tanh(f16vec3);f16vec4 tanh(f16vec4);float16_t asinh(float16_t);f16vec2 asinh(f16vec2);f16vec3 asinh(f16vec3);f16vec4 asinh(f16vec4);float16_t acosh(float16_t);f16vec2 acosh(f16vec2);f16vec3 acosh(f16vec3);f16vec4 acosh(f16vec4);float16_t atanh(float16_t);f16vec2 atanh(f16vec2);f16vec3 atanh(f16vec3);f16vec4 atanh(f16vec4);float16_t pow(float16_t, float16_t);f16vec2 pow(f16vec2, f16vec2);f16vec3 pow(f16vec3, f16vec3);f16vec4 pow(f16vec4, f16vec4);float16_t exp(float16_t);f16vec2 exp(f16vec2);f16vec3 exp(f16vec3);f16vec4 exp(f16vec4);float16_t log(float16_t);f16vec2 log(f16vec2);f16vec3 log(f16vec3);f16vec4 log(f16vec4);float16_t exp2(float16_t);f16vec2 exp2(f16vec2);f16vec3 exp2(f16vec3);f16vec4 exp2(f16vec4);float16_t log2(float16_t);f16vec2 log2(f16vec2);f16vec3 log2(f16vec3);f16vec4 log2(f16vec4);float16_t sqrt(float16_t);f16vec2 sqrt(f16vec2);f16vec3 sqrt(f16vec3);f16vec4 sqrt(f16vec4);float16_t inversesqrt(float16_t);f16vec2 inversesqrt(f16vec2);f16vec3 inversesqrt(f16vec3);f16vec4 inversesqrt(f16vec4);float16_t abs(float16_t);f16vec2 abs(f16vec2);f16vec3 abs(f16vec3);f16vec4 abs(f16vec4);float16_t sign(float16_t);f16vec2 sign(f16vec2);f16vec3 sign(f16vec3);f16vec4 sign(f16vec4);float16_t floor(float16_t);f16vec2 floor(f16vec2);f16vec3 floor(f16vec3);f16vec4 floor(f16vec4);float16_t trunc(float16_t);f16vec2 trunc(f16vec2);f16vec3 trunc(f16vec3);f16vec4 trunc(f16vec4);float16_t round(float16_t);f16vec2 round(f16vec2);f16vec3 round(f16vec3);f16vec4 round(f16vec4);float16_t roundEven(float16_t);f16vec2 roundEven(f16vec2);f16vec3 roundEven(f16vec3);f16vec4 roundEven(f16vec4);float16_t ceil(float16_t);f16vec2 ceil(f16vec2);f16vec3 ceil(f16vec3);f16vec4 ceil(f16vec4);float16_t fract(float16_t);f16vec2 fract(f16vec2);f16vec3 fract(f16vec3);f16vec4 fract(f16vec4);float16_t mod(float16_t, float16_t);f16vec2 mod(f16vec2, float16_t);f16vec3 mod(f16vec3, float16_t);f16vec4 mod(f16vec4, float16_t);f16vec2 mod(f16vec2, f16vec2);f16vec3 mod(f16vec3, f16vec3);f16vec4 mod(f16vec4, f16vec4);float16_t modf(float16_t, out float16_t);f16vec2 modf(f16vec2, out f16vec2);f16vec3 modf(f16vec3, out f16vec3);f16vec4 modf(f16vec4, out f16vec4);float16_t min(float16_t, float16_t);f16vec2 min(f16vec2, float16_t);f16vec3 min(f16vec3, float16_t);f16vec4 min(f16vec4, float16_t);f16vec2 min(f16vec2, f16vec2);f16vec3 min(f16vec3, f16vec3);f16vec4 min(f16vec4, f16vec4);float16_t max(float16_t, float16_t);f16vec2 max(f16vec2, float16_t);f16vec3 max(f16vec3, float16_t);f16vec4 max(f16vec4, float16_t);f16vec2 max(f16vec2, f16vec2);f16vec3 max(f16vec3, f16vec3);f16vec4 max(f16vec4, f16vec4);float16_t clamp(float16_t, float16_t, float16_t);f16vec2 clamp(f16vec2, float16_t, float16_t);f16vec3 clamp(f16vec3, float16_t, float16_t);f16vec4 clamp(f16vec4, float16_t, float16_t);f16vec2 clamp(f16vec2, f16vec2, f16vec2);f16vec3 clamp(f16vec3, f16vec3, f16vec3);f16vec4 clamp(f16vec4, f16vec4, f16vec4);float16_t mix(float16_t, float16_t, float16_t);f16vec2 mix(f16vec2, f16vec2, float16_t);f16vec3 mix(f16vec3, f16vec3, float16_t);f16vec4 mix(f16vec4, f16vec4, float16_t);f16vec2 mix(f16vec2, f16vec2, f16vec2);f16vec3 mix(f16vec3, f16vec3, f16vec3);f16vec4 mix(f16vec4, f16vec4, f16vec4);float16_t mix(float16_t, float16_t, bool);f16vec2 mix(f16vec2, f16vec2, bvec2);f16vec3 mix(f16vec3, f16vec3, bvec3);f16vec4 mix(f16vec4, f16vec4, bvec4);float16_t step(float16_t, float16_t);f16vec2 step(f16vec2, f16vec2);f16vec3 step(f16vec3, f16vec3);f16vec4 step(f16vec4, f16vec4);f16vec2 step(float16_t, f16vec2);f16vec3 step(float16_t, f16vec3);f16vec4 step(float16_t, f16vec4);float16_t smoothstep(float16_t, float16_t, float16_t);f16vec2 smoothstep(f16vec2, f16vec2, f16vec2);f16vec3 smoothstep(f16vec3, f16vec3, f16vec3);f16vec4 smoothstep(f16vec4, f16vec4, f16vec4);f16vec2 smoothstep(float16_t, float16_t, f16vec2);f16vec3 smoothstep(float16_t, float16_t, f16vec3);f16vec4 smoothstep(float16_t, float16_t, f16vec4);bool isnan(float16_t);bvec2 isnan(f16vec2);bvec3 isnan(f16vec3);bvec4 isnan(f16vec4);bool isinf(float16_t);bvec2 isinf(f16vec2);bvec3 isinf(f16vec3);bvec4 isinf(f16vec4);float16_t fma(float16_t, float16_t, float16_t);f16vec2 fma(f16vec2, f16vec2, f16vec2);f16vec3 fma(f16vec3, f16vec3, f16vec3);f16vec4 fma(f16vec4, f16vec4, f16vec4);float16_t frexp(float16_t, out int);f16vec2 frexp(f16vec2, out ivec2);f16vec3 frexp(f16vec3, out ivec3);f16vec4 frexp(f16vec4, out ivec4);float16_t ldexp(float16_t, in int);f16vec2 ldexp(f16vec2, in ivec2);f16vec3 ldexp(f16vec3, in ivec3);f16vec4 ldexp(f16vec4, in ivec4);uint packFloat2x16(f16vec2);f16vec2 unpackFloat2x16(uint);float16_t length(float16_t);float16_t length(f16vec2);float16_t length(f16vec3);float16_t length(f16vec4);float16_t distance(float16_t, float16_t);float16_t distance(f16vec2, f16vec2);float16_t distance(f16vec3, f16vec3);float16_t distance(f16vec4, f16vec4);float16_t dot(float16_t, float16_t);float16_t dot(f16vec2, f16vec2);float16_t dot(f16vec3, f16vec3);float16_t dot(f16vec4, f16vec4);f16vec3 cross(f16vec3, f16vec3);float16_t normalize(float16_t);f16vec2 normalize(f16vec2);f16vec3 normalize(f16vec3);f16vec4 normalize(f16vec4);float16_t faceforward(float16_t, float16_t, float16_t);f16vec2 faceforward(f16vec2, f16vec2, f16vec2);f16vec3 faceforward(f16vec3, f16vec3, f16vec3);f16vec4 faceforward(f16vec4, f16vec4, f16vec4);float16_t reflect(float16_t, float16_t);f16vec2 reflect(f16vec2, f16vec2);f16vec3 reflect(f16vec3, f16vec3);f16vec4 reflect(f16vec4, f16vec4);float16_t refract(float16_t, float16_t, float16_t);f16vec2 refract(f16vec2, f16vec2, float16_t);f16vec3 refract(f16vec3, f16vec3, float16_t);f16vec4 refract(f16vec4, f16vec4, float16_t);f16mat2 matrixCompMult(f16mat2, f16mat2);f16mat3 matrixCompMult(f16mat3, f16mat3);f16mat4 matrixCompMult(f16mat4, f16mat4);f16mat2x3 matrixCompMult(f16mat2x3, f16mat2x3);f16mat2x4 matrixCompMult(f16mat2x4, f16mat2x4);f16mat3x2 matrixCompMult(f16mat3x2, f16mat3x2);f16mat3x4 matrixCompMult(f16mat3x4, f16mat3x4);f16mat4x2 matrixCompMult(f16mat4x2, f16mat4x2);f16mat4x3 matrixCompMult(f16mat4x3, f16mat4x3);f16mat2 outerProduct(f16vec2, f16vec2);f16mat3 outerProduct(f16vec3, f16vec3);f16mat4 outerProduct(f16vec4, f16vec4);f16mat2x3 outerProduct(f16vec3, f16vec2);f16mat3x2 outerProduct(f16vec2, f16vec3);f16mat2x4 outerProduct(f16vec4, f16vec2);f16mat4x2 outerProduct(f16vec2, f16vec4);f16mat3x4 outerProduct(f16vec4, f16vec3);f16mat4x3 outerProduct(f16vec3, f16vec4);f16mat2 transpose(f16mat2);f16mat3 transpose(f16mat3);f16mat4 transpose(f16mat4);f16mat2x3 transpose(f16mat3x2);f16mat3x2 transpose(f16mat2x3);f16mat2x4 transpose(f16mat4x2);f16mat4x2 transpose(f16mat2x4);f16mat3x4 transpose(f16mat4x3);f16mat4x3 transpose(f16mat3x4);float16_t determinant(f16mat2);float16_t determinant(f16mat3);float16_t determinant(f16mat4);f16mat2 inverse(f16mat2);f16mat3 inverse(f16mat3);f16mat4 inverse(f16mat4);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);bfloat16_t dot(bfloat16_t, bfloat16_t);bfloat16_t dot(bf16vec2, bf16vec2);bfloat16_t dot(bf16vec3, bf16vec3);bfloat16_t dot(bf16vec4, bf16vec4);int16_t bfloat16BitsToIntEXT(bfloat16_t value);i16vec2 bfloat16BitsToIntEXT(bf16vec2 value);i16vec3 bfloat16BitsToIntEXT(bf16vec3 value);i16vec4 bfloat16BitsToIntEXT(bf16vec4 value);uint16_t bfloat16BitsToUintEXT(bfloat16_t value);u16vec2 bfloat16BitsToUintEXT(bf16vec2 value);u16vec3 bfloat16BitsToUintEXT(bf16vec3 value);u16vec4 bfloat16BitsToUintEXT(bf16vec4 value);bfloat16_t intBitsToBFloat16EXT(int16_t value);bf16vec2 intBitsToBFloat16EXT(i16vec2 value);bf16vec3 intBitsToBFloat16EXT(i16vec3 value);bf16vec4 intBitsToBFloat16EXT(i16vec4 value);bfloat16_t uintBitsToBFloat16EXT(uint16_t value);bf16vec2 uintBitsToBFloat16EXT(u16vec2 value);bf16vec3 uintBitsToBFloat16EXT(u16vec3 value);bf16vec4 uintBitsToBFloat16EXT(u16vec4 value);int8_t floate5m2BitsToIntEXT(floate5m2_t value);i8vec2 floate5m2BitsToIntEXT(fe5m2vec2 value);i8vec3 floate5m2BitsToIntEXT(fe5m2vec3 value);i8vec4 floate5m2BitsToIntEXT(fe5m2vec4 value);uint8_t floate5m2BitsToUintEXT(floate5m2_t value);u8vec2 floate5m2BitsToUintEXT(fe5m2vec2 value);u8vec3 floate5m2BitsToUintEXT(fe5m2vec3 value);u8vec4 floate5m2BitsToUintEXT(fe5m2vec4 value);floate5m2_t intBitsToFloate5m2EXT(int8_t value);fe5m2vec2 intBitsToFloate5m2EXT(i8vec2 value);fe5m2vec3 intBitsToFloate5m2EXT(i8vec3 value);fe5m2vec4 intBitsToFloate5m2EXT(i8vec4 value);floate5m2_t uintBitsToFloate5m2EXT(uint8_t value);fe5m2vec2 uintBitsToFloate5m2EXT(u8vec2 value);fe5m2vec3 uintBitsToFloate5m2EXT(u8vec3 value);fe5m2vec4 uintBitsToFloate5m2EXT(u8vec4 value);int8_t floate4m3BitsToIntEXT(floate4m3_t value);i8vec2 floate4m3BitsToIntEXT(fe4m3vec2 value);i8vec3 floate4m3BitsToIntEXT(fe4m3vec3 value);i8vec4 floate4m3BitsToIntEXT(fe4m3vec4 value);uint8_t floate4m3BitsToUintEXT(floate4m3_t value);u8vec2 floate4m3BitsToUintEXT(fe4m3vec2 value);u8vec3 floate4m3BitsToUintEXT(fe4m3vec3 value);u8vec4 floate4m3BitsToUintEXT(fe4m3vec4 value);floate4m3_t intBitsToFloate4m3EXT(int8_t value);fe4m3vec2 intBitsToFloate4m3EXT(i8vec2 value);fe4m3vec3 intBitsToFloate4m3EXT(i8vec3 value);fe4m3vec4 intBitsToFloate4m3EXT(i8vec4 value);floate4m3_t uintBitsToFloate4m3EXT(uint8_t value);fe4m3vec2 uintBitsToFloate4m3EXT(u8vec2 value);fe4m3vec3 uintBitsToFloate4m3EXT(u8vec3 value);fe4m3vec4 uintBitsToFloate4m3EXT(u8vec4 value);void saturatedConvertEXT();int8_t floatue8m0BitsToIntEXT(floatue8m0_t value);i8vec2 floatue8m0BitsToIntEXT(fue8m0vec2 value);i8vec3 floatue8m0BitsToIntEXT(fue8m0vec3 value);i8vec4 floatue8m0BitsToIntEXT(fue8m0vec4 value);uint8_t floatue8m0BitsToUintEXT(floatue8m0_t value);u8vec2 floatue8m0BitsToUintEXT(fue8m0vec2 value);u8vec3 floatue8m0BitsToUintEXT(fue8m0vec3 value);u8vec4 floatue8m0BitsToUintEXT(fue8m0vec4 value);floatue8m0_t intBitsToFloatue8m0EXT(int8_t value);fue8m0vec2 intBitsToFloatue8m0EXT(i8vec2 value);fue8m0vec3 intBitsToFloatue8m0EXT(i8vec3 value);fue8m0vec4 intBitsToFloatue8m0EXT(i8vec4 value);floatue8m0_t uintBitsToFloatue8m0EXT(uint8_t value);fue8m0vec2 uintBitsToFloatue8m0EXT(u8vec2 value);fue8m0vec3 uintBitsToFloatue8m0EXT(u8vec3 value);fue8m0vec4 uintBitsToFloatue8m0EXT(u8vec4 value);int8_t floatmxint8BitsToIntEXT(floatmxint8_t value);i8vec2 floatmxint8BitsToIntEXT(fmxint8vec2 value);i8vec3 floatmxint8BitsToIntEXT(fmxint8vec3 value);i8vec4 floatmxint8BitsToIntEXT(fmxint8vec4 value);uint8_t floatmxint8BitsToUintEXT(floatmxint8_t value);u8vec2 floatmxint8BitsToUintEXT(fmxint8vec2 value);u8vec3 floatmxint8BitsToUintEXT(fmxint8vec3 value);u8vec4 floatmxint8BitsToUintEXT(fmxint8vec4 value);floatmxint8_t intBitsToFloatmxint8EXT(int8_t value);fmxint8vec2 intBitsToFloatmxint8EXT(i8vec2 value);fmxint8vec3 intBitsToFloatmxint8EXT(i8vec3 value);fmxint8vec4 intBitsToFloatmxint8EXT(i8vec4 value);floatmxint8_t uintBitsToFloatmxint8EXT(uint8_t value);fmxint8vec2 uintBitsToFloatmxint8EXT(u8vec2 value);fmxint8vec3 uintBitsToFloatmxint8EXT(u8vec3 value);fmxint8vec4 uintBitsToFloatmxint8EXT(u8vec4 value);fe2m1vec2 unpackFloat2xfe2m1EXT(uint8_t value);fe2m1vec4 unpackFloat4xfe2m1EXT(uint16_t value);vector unpackFloat8xfe2m1EXT(uint32_t value);vector unpackFloat16xfe2m1EXT(u32vec2 value);uint8_t packFloat2xfe2m1EXT(fe2m1vec2 value);uint16_t packFloat4xfe2m1EXT(fe2m1vec4 value);uint32_t packFloat8xfe2m1EXT(vector value);u32vec2 packFloat16xfe2m1EXT(vector value);fe3m2vec4 unpackFloat4xfe3m2EXT(u8vec3 value);vector unpackFloat8xfe3m2EXT(u16vec3 value);vector unpackFloat16xfe3m2EXT(u32vec3 value);u8vec3 packFloat4xfe3m2EXT(fe3m2vec4 value);u16vec3 packFloat8xfe3m2EXT(vector value);u32vec3 packFloat16xfe3m2EXT(vector value);fe2m3vec4 unpackFloat4xfe2m3EXT(u8vec3 value);vector unpackFloat8xfe2m3EXT(u16vec3 value);vector unpackFloat16xfe2m3EXT(u32vec3 value);u8vec3 packFloat4xfe2m3EXT(fe2m3vec4 value);u16vec3 packFloat8xfe2m3EXT(vector value);u32vec3 packFloat16xfe2m3EXT(vector value);floate2m1_t bitcastExtractfe2m1EXT(uint8_t, uint);fe2m1vec2 bitcastExtractfe2m1EXT(u8vec2, uint);fe2m1vec3 bitcastExtractfe2m1EXT(u8vec3, uint);fe2m1vec4 bitcastExtractfe2m1EXT(u8vec4, uint);floate3m2_t bitcastExtractfe3m2EXT(uint8_t, uint);fe3m2vec2 bitcastExtractfe3m2EXT(u8vec2, uint);fe3m2vec3 bitcastExtractfe3m2EXT(u8vec3, uint);fe3m2vec4 bitcastExtractfe3m2EXT(u8vec4, uint);floate2m3_t bitcastExtractfe2m3EXT(uint8_t, uint);fe2m3vec2 bitcastExtractfe2m3EXT(u8vec2, uint);fe2m3vec3 bitcastExtractfe2m3EXT(u8vec3, uint);fe2m3vec4 bitcastExtractfe2m3EXT(u8vec4, uint); Step #5: int8_t abs(int8_t);i8vec2 abs(i8vec2);i8vec3 abs(i8vec3);i8vec4 abs(i8vec4);int8_t sign(int8_t);i8vec2 sign(i8vec2);i8vec3 sign(i8vec3);i8vec4 sign(i8vec4);int8_t min(int8_t x, int8_t y);i8vec2 min(i8vec2 x, int8_t y);i8vec3 min(i8vec3 x, int8_t y);i8vec4 min(i8vec4 x, int8_t y);i8vec2 min(i8vec2 x, i8vec2 y);i8vec3 min(i8vec3 x, i8vec3 y);i8vec4 min(i8vec4 x, i8vec4 y);uint8_t min(uint8_t x, uint8_t y);u8vec2 min(u8vec2 x, uint8_t y);u8vec3 min(u8vec3 x, uint8_t y);u8vec4 min(u8vec4 x, uint8_t y);u8vec2 min(u8vec2 x, u8vec2 y);u8vec3 min(u8vec3 x, u8vec3 y);u8vec4 min(u8vec4 x, u8vec4 y);int8_t max(int8_t x, int8_t y);i8vec2 max(i8vec2 x, int8_t y);i8vec3 max(i8vec3 x, int8_t y);i8vec4 max(i8vec4 x, int8_t y);i8vec2 max(i8vec2 x, i8vec2 y);i8vec3 max(i8vec3 x, i8vec3 y);i8vec4 max(i8vec4 x, i8vec4 y);uint8_t max(uint8_t x, uint8_t y);u8vec2 max(u8vec2 x, uint8_t y);u8vec3 max(u8vec3 x, uint8_t y);u8vec4 max(u8vec4 x, uint8_t y);u8vec2 max(u8vec2 x, u8vec2 y);u8vec3 max(u8vec3 x, u8vec3 y);u8vec4 max(u8vec4 x, u8vec4 y);int8_t clamp(int8_t x, int8_t minVal, int8_t maxVal);i8vec2 clamp(i8vec2 x, int8_t minVal, int8_t maxVal);i8vec3 clamp(i8vec3 x, int8_t minVal, int8_t maxVal);i8vec4 clamp(i8vec4 x, int8_t minVal, int8_t maxVal);i8vec2 clamp(i8vec2 x, i8vec2 minVal, i8vec2 maxVal);i8vec3 clamp(i8vec3 x, i8vec3 minVal, i8vec3 maxVal);i8vec4 clamp(i8vec4 x, i8vec4 minVal, i8vec4 maxVal);uint8_t clamp(uint8_t x, uint8_t minVal, uint8_t maxVal);u8vec2 clamp(u8vec2 x, uint8_t minVal, uint8_t maxVal);u8vec3 clamp(u8vec3 x, uint8_t minVal, uint8_t maxVal);u8vec4 clamp(u8vec4 x, uint8_t minVal, uint8_t maxVal);u8vec2 clamp(u8vec2 x, u8vec2 minVal, u8vec2 maxVal);u8vec3 clamp(u8vec3 x, u8vec3 minVal, u8vec3 maxVal);u8vec4 clamp(u8vec4 x, u8vec4 minVal, u8vec4 maxVal);int8_t mix(int8_t, int8_t, bool);i8vec2 mix(i8vec2, i8vec2, bvec2);i8vec3 mix(i8vec3, i8vec3, bvec3);i8vec4 mix(i8vec4, i8vec4, bvec4);uint8_t mix(uint8_t, uint8_t, bool);u8vec2 mix(u8vec2, u8vec2, bvec2);u8vec3 mix(u8vec3, u8vec3, bvec3);u8vec4 mix(u8vec4, u8vec4, bvec4);bvec2 lessThan(i8vec2, i8vec2);bvec3 lessThan(i8vec3, i8vec3);bvec4 lessThan(i8vec4, i8vec4);bvec2 lessThan(u8vec2, u8vec2);bvec3 lessThan(u8vec3, u8vec3);bvec4 lessThan(u8vec4, u8vec4);bvec2 lessThanEqual(i8vec2, i8vec2);bvec3 lessThanEqual(i8vec3, i8vec3);bvec4 lessThanEqual(i8vec4, i8vec4);bvec2 lessThanEqual(u8vec2, u8vec2);bvec3 lessThanEqual(u8vec3, u8vec3);bvec4 lessThanEqual(u8vec4, u8vec4);bvec2 greaterThan(i8vec2, i8vec2);bvec3 greaterThan(i8vec3, i8vec3);bvec4 greaterThan(i8vec4, i8vec4);bvec2 greaterThan(u8vec2, u8vec2);bvec3 greaterThan(u8vec3, u8vec3);bvec4 greaterThan(u8vec4, u8vec4);bvec2 greaterThanEqual(i8vec2, i8vec2);bvec3 greaterThanEqual(i8vec3, i8vec3);bvec4 greaterThanEqual(i8vec4, i8vec4);bvec2 greaterThanEqual(u8vec2, u8vec2);bvec3 greaterThanEqual(u8vec3, u8vec3);bvec4 greaterThanEqual(u8vec4, u8vec4);bvec2 equal(i8vec2, i8vec2);bvec3 equal(i8vec3, i8vec3);bvec4 equal(i8vec4, i8vec4);bvec2 equal(u8vec2, u8vec2);bvec3 equal(u8vec3, u8vec3);bvec4 equal(u8vec4, u8vec4);bvec2 notEqual(i8vec2, i8vec2);bvec3 notEqual(i8vec3, i8vec3);bvec4 notEqual(i8vec4, i8vec4);bvec2 notEqual(u8vec2, u8vec2);bvec3 notEqual(u8vec3, u8vec3);bvec4 notEqual(u8vec4, u8vec4); int8_t bitfieldExtract( int8_t, int8_t, int8_t);i8vec2 bitfieldExtract(i8vec2, int8_t, int8_t);i8vec3 bitfieldExtract(i8vec3, int8_t, int8_t);i8vec4 bitfieldExtract(i8vec4, int8_t, int8_t); uint8_t bitfieldExtract( uint8_t, int8_t, int8_t);u8vec2 bitfieldExtract(u8vec2, int8_t, int8_t);u8vec3 bitfieldExtract(u8vec3, int8_t, int8_t);u8vec4 bitfieldExtract(u8vec4, int8_t, int8_t); int8_t bitfieldInsert( int8_t base, int8_t, int8_t, int8_t);i8vec2 bitfieldInsert(i8vec2 base, i8vec2, int8_t, int8_t);i8vec3 bitfieldInsert(i8vec3 base, i8vec3, int8_t, int8_t);i8vec4 bitfieldInsert(i8vec4 base, i8vec4, int8_t, int8_t); uint8_t bitfieldInsert( uint8_t base, uint8_t, int8_t, int8_t);u8vec2 bitfieldInsert(u8vec2 base, u8vec2, int8_t, int8_t);u8vec3 bitfieldInsert(u8vec3 base, u8vec3, int8_t, int8_t);u8vec4 bitfieldInsert(u8vec4 base, u8vec4, int8_t, int8_t); int8_t bitCount( int8_t);i8vec2 bitCount(i8vec2);i8vec3 bitCount(i8vec3);i8vec4 bitCount(i8vec4); int8_t bitCount( uint8_t);i8vec2 bitCount(u8vec2);i8vec3 bitCount(u8vec3);i8vec4 bitCount(u8vec4);int8_t bitfieldReverse(highp int8_t);i8vec2 bitfieldReverse(highp i8vec2);i8vec3 bitfieldReverse(highp i8vec3);i8vec4 bitfieldReverse(highp i8vec4);uint8_t bitfieldReverse(highp uint8_t);u8vec2 bitfieldReverse(highp u8vec2);u8vec3 bitfieldReverse(highp u8vec3);u8vec4 bitfieldReverse(highp u8vec4); int8_t findLSB( int8_t);i8vec2 findLSB(i8vec2);i8vec3 findLSB(i8vec3);i8vec4 findLSB(i8vec4); int8_t findLSB( uint8_t);i8vec2 findLSB(u8vec2);i8vec3 findLSB(u8vec3);i8vec4 findLSB(u8vec4); int8_t findMSB( int8_t);i8vec2 findMSB(i8vec2);i8vec3 findMSB(i8vec3);i8vec4 findMSB(i8vec4); int8_t findMSB( uint8_t);i8vec2 findMSB(u8vec2);i8vec3 findMSB(u8vec3);i8vec4 findMSB(u8vec4);int16_t abs(int16_t);i16vec2 abs(i16vec2);i16vec3 abs(i16vec3);i16vec4 abs(i16vec4);int16_t sign(int16_t);i16vec2 sign(i16vec2);i16vec3 sign(i16vec3);i16vec4 sign(i16vec4);int16_t min(int16_t x, int16_t y);i16vec2 min(i16vec2 x, int16_t y);i16vec3 min(i16vec3 x, int16_t y);i16vec4 min(i16vec4 x, int16_t y);i16vec2 min(i16vec2 x, i16vec2 y);i16vec3 min(i16vec3 x, i16vec3 y);i16vec4 min(i16vec4 x, i16vec4 y);uint16_t min(uint16_t x, uint16_t y);u16vec2 min(u16vec2 x, uint16_t y);u16vec3 min(u16vec3 x, uint16_t y);u16vec4 min(u16vec4 x, uint16_t y);u16vec2 min(u16vec2 x, u16vec2 y);u16vec3 min(u16vec3 x, u16vec3 y);u16vec4 min(u16vec4 x, u16vec4 y);int16_t max(int16_t x, int16_t y);i16vec2 max(i16vec2 x, int16_t y);i16vec3 max(i16vec3 x, int16_t y);i16vec4 max(i16vec4 x, int16_t y);i16vec2 max(i16vec2 x, i16vec2 y);i16vec3 max(i16vec3 x, i16vec3 y);i16vec4 max(i16vec4 x, i16vec4 y);uint16_t max(uint16_t x, uint16_t y);u16vec2 max(u16vec2 x, uint16_t y);u16vec3 max(u16vec3 x, uint16_t y);u16vec4 max(u16vec4 x, uint16_t y);u16vec2 max(u16vec2 x, u16vec2 y);u16vec3 max(u16vec3 x, u16vec3 y);u16vec4 max(u16vec4 x, u16vec4 y);int16_t clamp(int16_t x, int16_t minVal, int16_t maxVal);i16vec2 clamp(i16vec2 x, int16_t minVal, int16_t maxVal);i16vec3 clamp(i16vec3 x, int16_t minVal, int16_t maxVal);i16vec4 clamp(i16vec4 x, int16_t minVal, int16_t maxVal);i16vec2 clamp(i16vec2 x, i16vec2 minVal, i16vec2 maxVal);i16vec3 clamp(i16vec3 x, i16vec3 minVal, i16vec3 maxVal);i16vec4 clamp(i16vec4 x, i16vec4 minVal, i16vec4 maxVal);uint16_t clamp(uint16_t x, uint16_t minVal, uint16_t maxVal);u16vec2 clamp(u16vec2 x, uint16_t minVal, uint16_t maxVal);u16vec3 clamp(u16vec3 x, uint16_t minVal, uint16_t maxVal);u16vec4 clamp(u16vec4 x, uint16_t minVal, uint16_t maxVal);u16vec2 clamp(u16vec2 x, u16vec2 minVal, u16vec2 maxVal);u16vec3 clamp(u16vec3 x, u16vec3 minVal, u16vec3 maxVal);u16vec4 clamp(u16vec4 x, u16vec4 minVal, u16vec4 maxVal);int16_t mix(int16_t, int16_t, bool);i16vec2 mix(i16vec2, i16vec2, bvec2);i16vec3 mix(i16vec3, i16vec3, bvec3);i16vec4 mix(i16vec4, i16vec4, bvec4);uint16_t mix(uint16_t, uint16_t, bool);u16vec2 mix(u16vec2, u16vec2, bvec2);u16vec3 mix(u16vec3, u16vec3, bvec3);u16vec4 mix(u16vec4, u16vec4, bvec4);float16_t frexp(float16_t, out int16_t);f16vec2 frexp(f16vec2, out i16vec2);f16vec3 frexp(f16vec3, out i16vec3);f16vec4 frexp(f16vec4, out i16vec4);float16_t ldexp(float16_t, int16_t);f16vec2 ldexp(f16vec2, i16vec2);f16vec3 ldexp(f16vec3, i16vec3);f16vec4 ldexp(f16vec4, i16vec4);int16_t halfBitsToInt16(float16_t);i16vec2 halfBitsToInt16(f16vec2);i16vec3 halhBitsToInt16(f16vec3);i16vec4 halfBitsToInt16(f16vec4);uint16_t halfBitsToUint16(float16_t);u16vec2 halfBitsToUint16(f16vec2);u16vec3 halfBitsToUint16(f16vec3);u16vec4 halfBitsToUint16(f16vec4);int16_t float16BitsToInt16(float16_t);i16vec2 float16BitsToInt16(f16vec2);i16vec3 float16BitsToInt16(f16vec3);i16vec4 float16BitsToInt16(f16vec4);uint16_t float16BitsToUint16(float16_t);u16vec2 float16BitsToUint16(f16vec2);u16vec3 float16BitsToUint16(f16vec3);u16vec4 float16BitsToUint16(f16vec4);float16_t int16BitsToFloat16(int16_t);f16vec2 int16BitsToFloat16(i16vec2);f16vec3 int16BitsToFloat16(i16vec3);f16vec4 int16BitsToFloat16(i16vec4);float16_t uint16BitsToFloat16(uint16_t);f16vec2 uint16BitsToFloat16(u16vec2);f16vec3 uint16BitsToFloat16(u16vec3);f16vec4 uint16BitsToFloat16(u16vec4);float16_t int16BitsToHalf(int16_t);f16vec2 int16BitsToHalf(i16vec2);f16vec3 int16BitsToHalf(i16vec3);f16vec4 int16BitsToHalf(i16vec4);float16_t uint16BitsToHalf(uint16_t);f16vec2 uint16BitsToHalf(u16vec2);f16vec3 uint16BitsToHalf(u16vec3);f16vec4 uint16BitsToHalf(u16vec4);int packInt2x16(i16vec2);uint packUint2x16(u16vec2);int64_t packInt4x16(i16vec4);uint64_t packUint4x16(u16vec4);i16vec2 unpackInt2x16(int);u16vec2 unpackUint2x16(uint);i16vec4 unpackInt4x16(int64_t);u16vec4 unpackUint4x16(uint64_t);bvec2 lessThan(i16vec2, i16vec2);bvec3 lessThan(i16vec3, i16vec3);bvec4 lessThan(i16vec4, i16vec4);bvec2 lessThan(u16vec2, u16vec2);bvec3 lessThan(u16vec3, u16vec3);bvec4 lessThan(u16vec4, u16vec4);bvec2 lessThanEqual(i16vec2, i16vec2);bvec3 lessThanEqual(i16vec3, i16vec3);bvec4 lessThanEqual(i16vec4, i16vec4);bvec2 lessThanEqual(u16vec2, u16vec2);bvec3 lessThanEqual(u16vec3, u16vec3);bvec4 lessThanEqual(u16vec4, u16vec4);bvec2 greaterThan(i16vec2, i16vec2);bvec3 greaterThan(i16vec3, i16vec3);bvec4 greaterThan(i16vec4, i16vec4);bvec2 greaterThan(u16vec2, u16vec2);bvec3 greaterThan(u16vec3, u16vec3);bvec4 greaterThan(u16vec4, u16vec4);bvec2 greaterThanEqual(i16vec2, i16vec2);bvec3 greaterThanEqual(i16vec3, i16vec3);bvec4 greaterThanEqual(i16vec4, i16vec4);bvec2 greaterThanEqual(u16vec2, u16vec2);bvec3 greaterThanEqual(u16vec3, u16vec3);bvec4 greaterThanEqual(u16vec4, u16vec4);bvec2 equal(i16vec2, i16vec2);bvec3 equal(i16vec3, i16vec3);bvec4 equal(i16vec4, i16vec4);bvec2 equal(u16vec2, u16vec2);bvec3 equal(u16vec3, u16vec3);bvec4 equal(u16vec4, u16vec4);bvec2 notEqual(i16vec2, i16vec2);bvec3 notEqual(i16vec3, i16vec3);bvec4 notEqual(i16vec4, i16vec4);bvec2 notEqual(u16vec2, u16vec2);bvec3 notEqual(u16vec3, u16vec3);bvec4 notEqual(u16vec4, u16vec4); int16_t bitfieldExtract( int16_t, int16_t, int16_t);i16vec2 bitfieldExtract(i16vec2, int16_t, int16_t);i16vec3 bitfieldExtract(i16vec3, int16_t, int16_t);i16vec4 bitfieldExtract(i16vec4, int16_t, int16_t); uint16_t bitfieldExtract( uint16_t, int16_t, int16_t);u16vec2 bitfieldExtract(u16vec2, int16_t, int16_t);u16vec3 bitfieldExtract(u16vec3, int16_t, int16_t);u16vec4 bitfieldExtract(u16vec4, int16_t, int16_t); int16_t bitfieldInsert( int16_t base, int16_t, int16_t, int16_t);i16vec2 bitfieldInsert(i16vec2 base, i16vec2, int16_t, int16_t);i16vec3 bitfieldInsert(i16vec3 base, i16vec3, int16_t, int16_t);i16vec4 bitfieldInsert(i16vec4 base, i16vec4, int16_t, int16_t); uint16_t bitfieldInsert( uint16_t base, uint16_t, int16_t, int16_t);u16vec2 bitfieldInsert(u16vec2 base, u16vec2, int16_t, int16_t);u16vec3 bitfieldInsert(u16vec3 base, u16vec3, int16_t, int16_t);u16vec4 bitfieldInsert(u16vec4 base, u16vec4, int16_t, int16_t); int16_t bitCount( int16_t);i16vec2 bitCount(i16vec2);i16vec3 bitCount(i16vec3);i16vec4 bitCount(i16vec4); int16_t bitCount( uint16_t);i16vec2 bitCount(u16vec2);i16vec3 bitCount(u16vec3);i16vec4 bitCount(u16vec4);int16_t bitfieldReverse(highp int16_t);i16vec2 bitfieldReverse(highp i16vec2);i16vec3 bitfieldReverse(highp i16vec3);i16vec4 bitfieldReverse(highp i16vec4);uint16_t bitfieldReverse(highp uint16_t);u16vec2 bitfieldReverse(highp u16vec2);u16vec3 bitfieldReverse(highp u16vec3);u16vec4 bitfieldReverse(highp u16vec4); int16_t findLSB( int16_t);i16vec2 findLSB(i16vec2);i16vec3 findLSB(i16vec3);i16vec4 findLSB(i16vec4); int16_t findLSB( uint16_t);i16vec2 findLSB(u16vec2);i16vec3 findLSB(u16vec3);i16vec4 findLSB(u16vec4); int16_t findMSB( int16_t);i16vec2 findMSB(i16vec2);i16vec3 findMSB(i16vec3);i16vec4 findMSB(i16vec4); int16_t findMSB( uint16_t);i16vec2 findMSB(u16vec2);i16vec3 findMSB(u16vec3);i16vec4 findMSB(u16vec4);int16_t pack16(i8vec2);uint16_t pack16(u8vec2);int32_t pack32(i8vec4);uint32_t pack32(u8vec4);int32_t pack32(i16vec2);uint32_t pack32(u16vec2);int64_t pack64(i16vec4);uint64_t pack64(u16vec4);int64_t pack64(i32vec2);uint64_t pack64(u32vec2);i8vec2 unpack8(int16_t);u8vec2 unpack8(uint16_t);i8vec4 unpack8(int32_t);u8vec4 unpack8(uint32_t);i16vec2 unpack16(int32_t);u16vec2 unpack16(uint32_t);i16vec4 unpack16(int64_t);u16vec4 unpack16(uint64_t);i32vec2 unpack32(int64_t);u32vec2 unpack32(uint64_t);int8_t expectEXT(int8_t, int8_t);i8vec2 expectEXT(i8vec2, i8vec2);i8vec3 expectEXT(i8vec3, i8vec3);i8vec4 expectEXT(i8vec4, i8vec4);uint8_t expectEXT(uint8_t, uint8_t);u8vec2 expectEXT(u8vec2, u8vec2);u8vec3 expectEXT(u8vec3, u8vec3);u8vec4 expectEXT(u8vec4, u8vec4);int16_t expectEXT(int16_t, int16_t);i16vec2 expectEXT(i16vec2, i16vec2);i16vec3 expectEXT(i16vec3, i16vec3);i16vec4 expectEXT(i16vec4, i16vec4);uint16_t expectEXT(uint16_t, uint16_t);u16vec2 expectEXT(u16vec2, u16vec2);u16vec3 expectEXT(u16vec3, u16vec3);u16vec4 expectEXT(u16vec4, u16vec4);int64_t expectEXT(int64_t, int64_t);i64vec2 expectEXT(i64vec2, i64vec2);i64vec3 expectEXT(i64vec3, i64vec3);i64vec4 expectEXT(i64vec4, i64vec4);uint64_t expectEXT(uint64_t, uint64_t);u64vec2 expectEXT(u64vec2, u64vec2);u64vec3 expectEXT(u64vec3, u64vec3);u64vec4 expectEXT(u64vec4, u64vec4); 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 memoryBarrierBuffer();void memoryBarrierImage();void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); 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 int textureSize(samplerBuffer); Step #5: vec4 texelFetch(samplerBuffer,int); Step #5: vec4 texelFetch(textureBuffer,int); Step #5: highp int textureSize(textureBuffer); Step #5: highp int textureSize(isamplerBuffer); Step #5: ivec4 texelFetch(isamplerBuffer,int); Step #5: ivec4 texelFetch(itextureBuffer,int); Step #5: highp int textureSize(itextureBuffer); Step #5: highp int textureSize(usamplerBuffer); Step #5: uvec4 texelFetch(usamplerBuffer,int); Step #5: uvec4 texelFetch(utextureBuffer,int); Step #5: highp int textureSize(utextureBuffer); 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 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: highp ivec3 textureSize(textureCubeArray,int); Step #5: highp 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: highp ivec3 textureSize(itextureCubeArray,int); Step #5: highp 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: highp ivec3 textureSize(utextureCubeArray,int); Step #5: highp ivec2 textureSize(sampler2DMS); Step #5: vec4 texelFetch(sampler2DMS,ivec2,int); Step #5: vec4 texelFetch(texture2DMS,ivec2,int); Step #5: highp ivec2 textureSize(texture2DMS); Step #5: highp ivec2 textureSize(isampler2DMS); Step #5: ivec4 texelFetch(isampler2DMS,ivec2,int); Step #5: ivec4 texelFetch(itexture2DMS,ivec2,int); Step #5: highp ivec2 textureSize(itexture2DMS); Step #5: highp ivec2 textureSize(usampler2DMS); Step #5: uvec4 texelFetch(usampler2DMS,ivec2,int); Step #5: uvec4 texelFetch(utexture2DMS,ivec2,int); Step #5: highp ivec2 textureSize(utexture2DMS); Step #5: highp ivec3 textureSize(sampler2DMSArray); Step #5: vec4 texelFetch(sampler2DMSArray,ivec3,int); Step #5: vec4 texelFetch(texture2DMSArray,ivec3,int); Step #5: highp ivec3 textureSize(texture2DMSArray); Step #5: highp ivec3 textureSize(isampler2DMSArray); Step #5: ivec4 texelFetch(isampler2DMSArray,ivec3,int); Step #5: ivec4 texelFetch(itexture2DMSArray,ivec3,int); Step #5: highp ivec3 textureSize(itexture2DMSArray); Step #5: highp ivec3 textureSize(usampler2DMSArray); Step #5: uvec4 texelFetch(usampler2DMSArray,ivec3,int); Step #5: uvec4 texelFetch(utexture2DMSArray,ivec3,int); Step #5: highp ivec3 textureSize(utexture2DMSArray); 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 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: highp ivec2 imageSize(readonly writeonly volatile coherent nontemporal image2D); Step #5: highp vec4 imageLoad(readonly volatile coherent nontemporal image2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal image2D, ivec2, vec4); Step #5: float imageAtomicExchange(volatile coherent nontemporal image2D, ivec2, float); Step #5: highp ivec2 imageSize(readonly writeonly volatile coherent nontemporal iimage2D); 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 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: highp ivec2 imageSize(readonly writeonly volatile coherent nontemporal uimage2D); 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 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: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal image3D); Step #5: highp vec4 imageLoad(readonly volatile coherent nontemporal image3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal image3D, ivec3, vec4); Step #5: float imageAtomicExchange(volatile coherent nontemporal image3D, ivec3, float); Step #5: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal iimage3D); 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 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: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal uimage3D); 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 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: highp ivec2 imageSize(readonly writeonly volatile coherent nontemporal imageCube); Step #5: highp vec4 imageLoad(readonly volatile coherent nontemporal imageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal imageCube, ivec3, vec4); Step #5: float imageAtomicExchange(volatile coherent nontemporal imageCube, ivec3, float); Step #5: highp ivec2 imageSize(readonly writeonly volatile coherent nontemporal iimageCube); 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 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: highp ivec2 imageSize(readonly writeonly volatile coherent nontemporal uimageCube); 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 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: highp int imageSize(readonly writeonly volatile coherent nontemporal imageBuffer); Step #5: highp vec4 imageLoad(readonly volatile coherent nontemporal imageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal imageBuffer, int, vec4); Step #5: float imageAtomicExchange(volatile coherent nontemporal imageBuffer, int, float); Step #5: highp int imageSize(readonly writeonly volatile coherent nontemporal iimageBuffer); Step #5: highp 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: highp int imageSize(readonly writeonly volatile coherent nontemporal uimageBuffer); Step #5: highp 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: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal image2DArray); Step #5: highp vec4 imageLoad(readonly volatile coherent nontemporal image2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DArray, ivec3, vec4); Step #5: float imageAtomicExchange(volatile coherent nontemporal image2DArray, ivec3, float); Step #5: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal iimage2DArray); 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 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: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal uimage2DArray); Step #5: highp 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: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal imageCubeArray); Step #5: highp vec4 imageLoad(readonly volatile coherent nontemporal imageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal imageCubeArray, ivec3, vec4); Step #5: float imageAtomicExchange(volatile coherent nontemporal imageCubeArray, ivec3, float); Step #5: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal iimageCubeArray); Step #5: highp 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: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal uimageCubeArray); Step #5: highp 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: const int gl_ScopeDevice = 1; Step #5: const int gl_ScopeWorkgroup = 2; Step #5: const int gl_ScopeSubgroup = 3; Step #5: const int gl_ScopeInvocation = 4; Step #5: const int gl_ScopeQueueFamily = 5; Step #5: const int gl_ScopeShaderCallEXT = 6; Step #5: const int gl_SemanticsRelaxed = 0x0; Step #5: const int gl_SemanticsAcquire = 0x2; Step #5: const int gl_SemanticsRelease = 0x4; Step #5: const int gl_SemanticsAcquireRelease = 0x8; Step #5: const int gl_SemanticsMakeAvailable = 0x2000; Step #5: const int gl_SemanticsMakeVisible = 0x4000; Step #5: const int gl_SemanticsVolatile = 0x8000; Step #5: const int gl_StorageSemanticsNone = 0x0; Step #5: const int gl_StorageSemanticsBuffer = 0x40; Step #5: const int gl_StorageSemanticsShared = 0x100; Step #5: const int gl_StorageSemanticsImage = 0x800; Step #5: const int gl_StorageSemanticsOutput = 0x1000; Step #5: highp ivec2 imageSize(readonly writeonly volatile coherent nontemporal i64image2D); Step #5: highp i64vec4 imageLoad(readonly volatile coherent nontemporal i64image2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal i64image2D, ivec2, i64vec4); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image2D, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image2D, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image2D, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image2D, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image2D, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image2D, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image2D, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, highp int64_t); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, highp int64_t, int, int, int, int, int); Step #5: highp int64_t imageAtomicLoad(volatile coherent nontemporal i64image2D, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, int, int, int); Step #5: highp ivec2 imageSize(readonly writeonly volatile coherent nontemporal u64image2D); Step #5: highp u64vec4 imageLoad(readonly volatile coherent nontemporal u64image2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal u64image2D, ivec2, u64vec4); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, highp uint64_t); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, highp uint64_t, int, int, int, int, int); Step #5: highp uint64_t imageAtomicLoad(volatile coherent nontemporal u64image2D, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, int, int, int); Step #5: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal i64image3D); Step #5: highp i64vec4 imageLoad(readonly volatile coherent nontemporal i64image3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal i64image3D, ivec3, i64vec4); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image3D, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image3D, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image3D, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image3D, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image3D, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image3D, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image3D, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, highp int64_t); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, highp int64_t, int, int, int, int, int); Step #5: highp int64_t imageAtomicLoad(volatile coherent nontemporal i64image3D, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, int, int, int); Step #5: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal u64image3D); Step #5: highp u64vec4 imageLoad(readonly volatile coherent nontemporal u64image3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal u64image3D, ivec3, u64vec4); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, highp uint64_t); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, highp uint64_t, int, int, int, int, int); Step #5: highp uint64_t imageAtomicLoad(volatile coherent nontemporal u64image3D, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, int, int, int); Step #5: highp ivec2 imageSize(readonly writeonly volatile coherent nontemporal i64imageCube); Step #5: highp i64vec4 imageLoad(readonly volatile coherent nontemporal i64imageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal i64imageCube, ivec3, i64vec4); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, highp int64_t); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, highp int64_t, int, int, int, int, int); Step #5: highp int64_t imageAtomicLoad(volatile coherent nontemporal i64imageCube, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, int, int, int); Step #5: highp ivec2 imageSize(readonly writeonly volatile coherent nontemporal u64imageCube); Step #5: highp u64vec4 imageLoad(readonly volatile coherent nontemporal u64imageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal u64imageCube, ivec3, u64vec4); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, highp uint64_t); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, highp uint64_t, int, int, int, int, int); Step #5: highp uint64_t imageAtomicLoad(volatile coherent nontemporal u64imageCube, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, int, int, int); Step #5: highp int imageSize(readonly writeonly volatile coherent nontemporal i64imageBuffer); Step #5: highp i64vec4 imageLoad(readonly volatile coherent nontemporal i64imageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal i64imageBuffer, int, i64vec4); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64imageBuffer, int, highp int64_t); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64imageBuffer, int, highp int64_t); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64imageBuffer, int, highp int64_t); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64imageBuffer, int, highp int64_t); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64imageBuffer, int, highp int64_t); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64imageBuffer, int, highp int64_t); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64imageBuffer, int, highp int64_t); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, highp int64_t); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, highp int64_t, int, int, int, int, int); Step #5: highp int64_t imageAtomicLoad(volatile coherent nontemporal i64imageBuffer, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, int, int, int); Step #5: highp int imageSize(readonly writeonly volatile coherent nontemporal u64imageBuffer); Step #5: highp u64vec4 imageLoad(readonly volatile coherent nontemporal u64imageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal u64imageBuffer, int, u64vec4); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, highp uint64_t); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, highp uint64_t, int, int, int, int, int); Step #5: highp uint64_t imageAtomicLoad(volatile coherent nontemporal u64imageBuffer, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, int, int, int); Step #5: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal i64image2DArray); Step #5: highp i64vec4 imageLoad(readonly volatile coherent nontemporal i64image2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal i64image2DArray, ivec3, i64vec4); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, highp int64_t); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, highp int64_t, int, int, int, int, int); Step #5: highp int64_t imageAtomicLoad(volatile coherent nontemporal i64image2DArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, int, int, int); Step #5: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal u64image2DArray); Step #5: highp u64vec4 imageLoad(readonly volatile coherent nontemporal u64image2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal u64image2DArray, ivec3, u64vec4); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, highp uint64_t); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, highp uint64_t, int, int, int, int, int); Step #5: highp uint64_t imageAtomicLoad(volatile coherent nontemporal u64image2DArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, int, int, int); Step #5: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal i64imageCubeArray); Step #5: highp i64vec4 imageLoad(readonly volatile coherent nontemporal i64imageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal i64imageCubeArray, ivec3, i64vec4); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, highp int64_t); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, highp int64_t, int, int, int, int, int); Step #5: highp int64_t imageAtomicLoad(volatile coherent nontemporal i64imageCubeArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, int, int, int); Step #5: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal u64imageCubeArray); Step #5: highp u64vec4 imageLoad(readonly volatile coherent nontemporal u64imageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal u64imageCubeArray, ivec3, u64vec4); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, highp uint64_t); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, highp uint64_t, int, int, int, int, int); Step #5: highp uint64_t imageAtomicLoad(volatile coherent nontemporal u64imageCubeArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, int, int, int); Step #5: highp ivec2 imageSize(readonly writeonly volatile coherent nontemporal i64image2DMS); Step #5: highp i64vec4 imageLoad(readonly volatile coherent nontemporal i64image2DMS, ivec2, int); Step #5: void imageStore(writeonly volatile coherent nontemporal i64image2DMS, ivec2, int, i64vec4); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, highp int64_t); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, highp int64_t, int, int, int, int, int); Step #5: highp int64_t imageAtomicLoad(volatile coherent nontemporal i64image2DMS, ivec2, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, int, int, int); Step #5: highp ivec2 imageSize(readonly writeonly volatile coherent nontemporal u64image2DMS); Step #5: highp u64vec4 imageLoad(readonly volatile coherent nontemporal u64image2DMS, ivec2, int); Step #5: void imageStore(writeonly volatile coherent nontemporal u64image2DMS, ivec2, int, u64vec4); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, highp uint64_t); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, highp uint64_t, int, int, int, int, int); Step #5: highp uint64_t imageAtomicLoad(volatile coherent nontemporal u64image2DMS, ivec2, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, int, int, int); Step #5: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal i64image2DMSArray); Step #5: highp i64vec4 imageLoad(readonly volatile coherent nontemporal i64image2DMSArray, ivec3, int); Step #5: void imageStore(writeonly volatile coherent nontemporal i64image2DMSArray, ivec3, int, i64vec4); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, highp int64_t); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, highp int64_t, int, int, int, int, int); Step #5: highp int64_t imageAtomicLoad(volatile coherent nontemporal i64image2DMSArray, ivec3, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, int, int, int); Step #5: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal u64image2DMSArray); Step #5: highp u64vec4 imageLoad(readonly volatile coherent nontemporal u64image2DMSArray, ivec3, int); Step #5: void imageStore(writeonly volatile coherent nontemporal u64image2DMSArray, ivec3, int, u64vec4); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, highp uint64_t); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, highp uint64_t, int, int, int, int, int); Step #5: highp uint64_t imageAtomicLoad(volatile coherent nontemporal u64image2DMSArray, ivec3, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, int, int, int); Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:379: '' : syntax error, unexpected SAMPLER, expecting RIGHT_PAREN Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:379: '' : 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 atomicAdd(coherent volatile nontemporal inout int,int); Step #5: uint atomicAdd(coherent volatile nontemporal inout uint,uint); Step #5: int atomicMin(coherent volatile nontemporal inout int,int); Step #5: uint atomicMin(coherent volatile nontemporal inout uint,uint); Step #5: int atomicMax(coherent volatile nontemporal inout int,int); Step #5: uint atomicMax(coherent volatile nontemporal inout uint,uint); Step #5: int atomicAnd(coherent volatile nontemporal inout int,int); Step #5: uint atomicAnd(coherent volatile nontemporal inout uint,uint); Step #5: int atomicOr(coherent volatile nontemporal inout int,int); Step #5: uint atomicOr(coherent volatile nontemporal inout uint,uint); Step #5: int atomicXor(coherent volatile nontemporal inout int,int); Step #5: uint atomicXor(coherent volatile nontemporal inout uint,uint); Step #5: int atomicExchange(coherent volatile nontemporal inout int,int); Step #5: uint atomicExchange(coherent volatile nontemporal inout uint,uint); Step #5: int atomicCompSwap(coherent volatile nontemporal inout int,int,int); Step #5: uint atomicCompSwap(coherent volatile nontemporal inout uint,uint,uint); Step #5: bool mix(bool,bool,bool); Step #5: bvec2 mix(bvec2,bvec2,bvec2); Step #5: bvec3 mix(bvec3,bvec3,bvec3); Step #5: bvec4 mix(bvec4,bvec4,bvec4); Step #5: int mix(int,int,bool); Step #5: ivec2 mix(ivec2,ivec2,bvec2); Step #5: ivec3 mix(ivec3,ivec3,bvec3); Step #5: ivec4 mix(ivec4,ivec4,bvec4); Step #5: uint mix(uint,uint,bool); Step #5: uvec2 mix(uvec2,uvec2,bvec2); Step #5: uvec3 mix(uvec3,uvec3,bvec3); Step #5: uvec4 mix(uvec4,uvec4,bvec4); Step #5: float64_t sqrt(float64_t);f64vec2 sqrt(f64vec2);f64vec3 sqrt(f64vec3);f64vec4 sqrt(f64vec4);float64_t inversesqrt(float64_t);f64vec2 inversesqrt(f64vec2);f64vec3 inversesqrt(f64vec3);f64vec4 inversesqrt(f64vec4);float64_t abs(float64_t);f64vec2 abs(f64vec2);f64vec3 abs(f64vec3);f64vec4 abs(f64vec4);float64_t sign(float64_t);f64vec2 sign(f64vec2);f64vec3 sign(f64vec3);f64vec4 sign(f64vec4);float64_t floor(float64_t);f64vec2 floor(f64vec2);f64vec3 floor(f64vec3);f64vec4 floor(f64vec4);float64_t trunc(float64_t);f64vec2 trunc(f64vec2);f64vec3 trunc(f64vec3);f64vec4 trunc(f64vec4);float64_t round(float64_t);f64vec2 round(f64vec2);f64vec3 round(f64vec3);f64vec4 round(f64vec4);float64_t roundEven(float64_t);f64vec2 roundEven(f64vec2);f64vec3 roundEven(f64vec3);f64vec4 roundEven(f64vec4);float64_t ceil(float64_t);f64vec2 ceil(f64vec2);f64vec3 ceil(f64vec3);f64vec4 ceil(f64vec4);float64_t fract(float64_t);f64vec2 fract(f64vec2);f64vec3 fract(f64vec3);f64vec4 fract(f64vec4);float64_t mod(float64_t, float64_t);f64vec2 mod(f64vec2 , float64_t);f64vec3 mod(f64vec3 , float64_t);f64vec4 mod(f64vec4 , float64_t);f64vec2 mod(f64vec2 , f64vec2);f64vec3 mod(f64vec3 , f64vec3);f64vec4 mod(f64vec4 , f64vec4);float64_t modf(float64_t, out float64_t);f64vec2 modf(f64vec2, out f64vec2);f64vec3 modf(f64vec3, out f64vec3);f64vec4 modf(f64vec4, out f64vec4);float64_t min(float64_t, float64_t);f64vec2 min(f64vec2, float64_t);f64vec3 min(f64vec3, float64_t);f64vec4 min(f64vec4, float64_t);f64vec2 min(f64vec2, f64vec2);f64vec3 min(f64vec3, f64vec3);f64vec4 min(f64vec4, f64vec4);float64_t max(float64_t, float64_t);f64vec2 max(f64vec2 , float64_t);f64vec3 max(f64vec3 , float64_t);f64vec4 max(f64vec4 , float64_t);f64vec2 max(f64vec2 , f64vec2);f64vec3 max(f64vec3 , f64vec3);f64vec4 max(f64vec4 , f64vec4);float64_t clamp(float64_t, float64_t, float64_t);f64vec2 clamp(f64vec2 , float64_t, float64_t);f64vec3 clamp(f64vec3 , float64_t, float64_t);f64vec4 clamp(f64vec4 , float64_t, float64_t);f64vec2 clamp(f64vec2 , f64vec2 , f64vec2);f64vec3 clamp(f64vec3 , f64vec3 , f64vec3);f64vec4 clamp(f64vec4 , f64vec4 , f64vec4);float64_t mix(float64_t, float64_t, float64_t);f64vec2 mix(f64vec2, f64vec2, float64_t);f64vec3 mix(f64vec3, f64vec3, float64_t);f64vec4 mix(f64vec4, f64vec4, float64_t);f64vec2 mix(f64vec2, f64vec2, f64vec2);f64vec3 mix(f64vec3, f64vec3, f64vec3);f64vec4 mix(f64vec4, f64vec4, f64vec4);float64_t mix(float64_t, float64_t, bool);f64vec2 mix(f64vec2, f64vec2, bvec2);f64vec3 mix(f64vec3, f64vec3, bvec3);f64vec4 mix(f64vec4, f64vec4, bvec4);float64_t step(float64_t, float64_t);f64vec2 step(f64vec2 , f64vec2);f64vec3 step(f64vec3 , f64vec3);f64vec4 step(f64vec4 , f64vec4);f64vec2 step(float64_t, f64vec2);f64vec3 step(float64_t, f64vec3);f64vec4 step(float64_t, f64vec4);float64_t smoothstep(float64_t, float64_t, float64_t);f64vec2 smoothstep(f64vec2 , f64vec2 , f64vec2);f64vec3 smoothstep(f64vec3 , f64vec3 , f64vec3);f64vec4 smoothstep(f64vec4 , f64vec4 , f64vec4);f64vec2 smoothstep(float64_t, float64_t, f64vec2);f64vec3 smoothstep(float64_t, float64_t, f64vec3);f64vec4 smoothstep(float64_t, float64_t, f64vec4);float64_t length(float64_t);float64_t length(f64vec2);float64_t length(f64vec3);float64_t length(f64vec4);float64_t distance(float64_t, float64_t);float64_t distance(f64vec2 , f64vec2);float64_t distance(f64vec3 , f64vec3);float64_t distance(f64vec4 , f64vec4);float64_t dot(float64_t, float64_t);float64_t dot(f64vec2 , f64vec2);float64_t dot(f64vec3 , f64vec3);float64_t dot(f64vec4 , f64vec4);f64vec3 cross(f64vec3, f64vec3);float64_t normalize(float64_t);f64vec2 normalize(f64vec2);f64vec3 normalize(f64vec3);f64vec4 normalize(f64vec4);float64_t faceforward(float64_t, float64_t, float64_t);f64vec2 faceforward(f64vec2, f64vec2, f64vec2);f64vec3 faceforward(f64vec3, f64vec3, f64vec3);f64vec4 faceforward(f64vec4, f64vec4, f64vec4);float64_t reflect(float64_t, float64_t);f64vec2 reflect(f64vec2 , f64vec2 );f64vec3 reflect(f64vec3 , f64vec3 );f64vec4 reflect(f64vec4 , f64vec4 );float64_t refract(float64_t, float64_t, float64_t);f64vec2 refract(f64vec2 , f64vec2 , float64_t);f64vec3 refract(f64vec3 , f64vec3 , float64_t);f64vec4 refract(f64vec4 , f64vec4 , float64_t);f64mat2 matrixCompMult(f64mat2, f64mat2);f64mat3 matrixCompMult(f64mat3, f64mat3);f64mat4 matrixCompMult(f64mat4, f64mat4);f64mat2x3 matrixCompMult(f64mat2x3, f64mat2x3);f64mat2x4 matrixCompMult(f64mat2x4, f64mat2x4);f64mat3x2 matrixCompMult(f64mat3x2, f64mat3x2);f64mat3x4 matrixCompMult(f64mat3x4, f64mat3x4);f64mat4x2 matrixCompMult(f64mat4x2, f64mat4x2);f64mat4x3 matrixCompMult(f64mat4x3, f64mat4x3);f64mat2 outerProduct(f64vec2, f64vec2);f64mat3 outerProduct(f64vec3, f64vec3);f64mat4 outerProduct(f64vec4, f64vec4);f64mat2x3 outerProduct(f64vec3, f64vec2);f64mat3x2 outerProduct(f64vec2, f64vec3);f64mat2x4 outerProduct(f64vec4, f64vec2);f64mat4x2 outerProduct(f64vec2, f64vec4);f64mat3x4 outerProduct(f64vec4, f64vec3);f64mat4x3 outerProduct(f64vec3, f64vec4);f64mat2 transpose(f64mat2);f64mat3 transpose(f64mat3);f64mat4 transpose(f64mat4);f64mat2x3 transpose(f64mat3x2);f64mat3x2 transpose(f64mat2x3);f64mat2x4 transpose(f64mat4x2);f64mat4x2 transpose(f64mat2x4);f64mat3x4 transpose(f64mat4x3);f64mat4x3 transpose(f64mat3x4);float64_t determinant(f64mat2);float64_t determinant(f64mat3);float64_t determinant(f64mat4);f64mat2 inverse(f64mat2);f64mat3 inverse(f64mat3);f64mat4 inverse(f64mat4); Step #5: int64_t abs(int64_t);i64vec2 abs(i64vec2);i64vec3 abs(i64vec3);i64vec4 abs(i64vec4);int64_t sign(int64_t);i64vec2 sign(i64vec2);i64vec3 sign(i64vec3);i64vec4 sign(i64vec4);int64_t min(int64_t, int64_t);i64vec2 min(i64vec2, int64_t);i64vec3 min(i64vec3, int64_t);i64vec4 min(i64vec4, int64_t);i64vec2 min(i64vec2, i64vec2);i64vec3 min(i64vec3, i64vec3);i64vec4 min(i64vec4, i64vec4);uint64_t min(uint64_t, uint64_t);u64vec2 min(u64vec2, uint64_t);u64vec3 min(u64vec3, uint64_t);u64vec4 min(u64vec4, uint64_t);u64vec2 min(u64vec2, u64vec2);u64vec3 min(u64vec3, u64vec3);u64vec4 min(u64vec4, u64vec4);int64_t max(int64_t, int64_t);i64vec2 max(i64vec2, int64_t);i64vec3 max(i64vec3, int64_t);i64vec4 max(i64vec4, int64_t);i64vec2 max(i64vec2, i64vec2);i64vec3 max(i64vec3, i64vec3);i64vec4 max(i64vec4, i64vec4);uint64_t max(uint64_t, uint64_t);u64vec2 max(u64vec2, uint64_t);u64vec3 max(u64vec3, uint64_t);u64vec4 max(u64vec4, uint64_t);u64vec2 max(u64vec2, u64vec2);u64vec3 max(u64vec3, u64vec3);u64vec4 max(u64vec4, u64vec4);int64_t clamp(int64_t, int64_t, int64_t);i64vec2 clamp(i64vec2, int64_t, int64_t);i64vec3 clamp(i64vec3, int64_t, int64_t);i64vec4 clamp(i64vec4, int64_t, int64_t);i64vec2 clamp(i64vec2, i64vec2, i64vec2);i64vec3 clamp(i64vec3, i64vec3, i64vec3);i64vec4 clamp(i64vec4, i64vec4, i64vec4);uint64_t clamp(uint64_t, uint64_t, uint64_t);u64vec2 clamp(u64vec2, uint64_t, uint64_t);u64vec3 clamp(u64vec3, uint64_t, uint64_t);u64vec4 clamp(u64vec4, uint64_t, uint64_t);u64vec2 clamp(u64vec2, u64vec2, u64vec2);u64vec3 clamp(u64vec3, u64vec3, u64vec3);u64vec4 clamp(u64vec4, u64vec4, u64vec4);int64_t mix(int64_t, int64_t, bool);i64vec2 mix(i64vec2, i64vec2, bvec2);i64vec3 mix(i64vec3, i64vec3, bvec3);i64vec4 mix(i64vec4, i64vec4, bvec4);uint64_t mix(uint64_t, uint64_t, bool);u64vec2 mix(u64vec2, u64vec2, bvec2);u64vec3 mix(u64vec3, u64vec3, bvec3);u64vec4 mix(u64vec4, u64vec4, bvec4);int64_t doubleBitsToInt64(float64_t);i64vec2 doubleBitsToInt64(f64vec2);i64vec3 doubleBitsToInt64(f64vec3);i64vec4 doubleBitsToInt64(f64vec4);uint64_t doubleBitsToUint64(float64_t);u64vec2 doubleBitsToUint64(f64vec2);u64vec3 doubleBitsToUint64(f64vec3);u64vec4 doubleBitsToUint64(f64vec4);float64_t int64BitsToDouble(int64_t);f64vec2 int64BitsToDouble(i64vec2);f64vec3 int64BitsToDouble(i64vec3);f64vec4 int64BitsToDouble(i64vec4);float64_t uint64BitsToDouble(uint64_t);f64vec2 uint64BitsToDouble(u64vec2);f64vec3 uint64BitsToDouble(u64vec3);f64vec4 uint64BitsToDouble(u64vec4);int64_t packInt2x32(ivec2);uint64_t packUint2x32(uvec2);ivec2 unpackInt2x32(int64_t);uvec2 unpackUint2x32(uint64_t);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);int64_t bitCount(int64_t);i64vec2 bitCount(i64vec2);i64vec3 bitCount(i64vec3);i64vec4 bitCount(i64vec4);int64_t bitCount(uint64_t);i64vec2 bitCount(u64vec2);i64vec3 bitCount(u64vec3);i64vec4 bitCount(u64vec4);int64_t findLSB(int64_t);i64vec2 findLSB(i64vec2);i64vec3 findLSB(i64vec3);i64vec4 findLSB(i64vec4);int64_t findLSB(uint64_t);i64vec2 findLSB(u64vec2);i64vec3 findLSB(u64vec3);i64vec4 findLSB(u64vec4);int64_t findMSB(int64_t);i64vec2 findMSB(i64vec2);i64vec3 findMSB(i64vec3);i64vec4 findMSB(i64vec4);int64_t findMSB(uint64_t);i64vec2 findMSB(u64vec2);i64vec3 findMSB(u64vec3);i64vec4 findMSB(u64vec4); Step #5: uint atomicAdd(coherent volatile nontemporal inout uint, uint, int, int, int); int atomicAdd(coherent volatile nontemporal inout int, int, int, int, int);uint atomicMin(coherent volatile nontemporal inout uint, uint, int, int, int); int atomicMin(coherent volatile nontemporal inout int, int, int, int, int);uint atomicMax(coherent volatile nontemporal inout uint, uint, int, int, int); int atomicMax(coherent volatile nontemporal inout int, int, int, int, int);uint atomicAnd(coherent volatile nontemporal inout uint, uint, int, int, int); int atomicAnd(coherent volatile nontemporal inout int, int, int, int, int);uint atomicOr (coherent volatile nontemporal inout uint, uint, int, int, int); int atomicOr (coherent volatile nontemporal inout int, int, int, int, int);uint atomicXor(coherent volatile nontemporal inout uint, uint, int, int, int); int atomicXor(coherent volatile nontemporal inout int, int, int, int, int);uint atomicExchange(coherent volatile nontemporal inout uint, uint, int, int, int); int atomicExchange(coherent volatile nontemporal inout int, int, int, int, int);uint atomicCompSwap(coherent volatile nontemporal inout uint, uint, uint, int, int, int, int, int); int atomicCompSwap(coherent volatile nontemporal inout int, int, int, int, int, int, int, int);uint atomicLoad(coherent volatile nontemporal in uint, int, int, int); int atomicLoad(coherent volatile nontemporal in int, int, int, int);void atomicStore(coherent volatile nontemporal out uint, uint, int, int, int);void atomicStore(coherent volatile nontemporal out int, int, int, int, int); 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: float64_t fma(float64_t, float64_t, float64_t);f64vec2 fma(f64vec2, f64vec2, f64vec2 );f64vec3 fma(f64vec3, f64vec3, f64vec3 );f64vec4 fma(f64vec4, f64vec4, f64vec4 ); 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: float64_t frexp(float64_t, out int);f64vec2 frexp( f64vec2, out ivec2);f64vec3 frexp( f64vec3, out ivec3);f64vec4 frexp( f64vec4, out ivec4);float64_t ldexp(float64_t, int);f64vec2 ldexp( f64vec2, ivec2);f64vec3 ldexp( f64vec3, ivec3);f64vec4 ldexp( f64vec4, ivec4); 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: highp uint packSnorm4x8(vec4);highp uint packUnorm4x8(vec4); Step #5: mediump vec4 unpackSnorm4x8(highp uint);mediump 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: 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: 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: lowp int findLSB( int);lowp ivec2 findLSB(ivec2);lowp ivec3 findLSB(ivec3);lowp ivec4 findLSB(ivec4);lowp int findLSB( uint);lowp ivec2 findLSB(uvec2);lowp ivec3 findLSB(uvec3);lowp ivec4 findLSB(uvec4); 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: lowp int bitCount( int);lowp ivec2 bitCount(ivec2);lowp ivec3 bitCount(ivec3);lowp ivec4 bitCount(ivec4);lowp int bitCount( uint);lowp ivec2 bitCount(uvec2);lowp ivec3 bitCount(uvec3);lowp ivec4 bitCount(uvec4);lowp int findMSB(highp int);lowp ivec2 findMSB(highp ivec2);lowp ivec3 findMSB(highp ivec3);lowp ivec4 findMSB(highp ivec4);lowp int findMSB(highp uint);lowp ivec2 findMSB(highp uvec2);lowp ivec3 findMSB(highp uvec3);lowp ivec4 findMSB(highp uvec4); 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: 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: bool subgroupAllEqual(vector); 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: vector subgroupBroadcast(vector, 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: vector subgroupBroadcastFirst(vector); 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: vector subgroupShuffle(vector, 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: vector subgroupShuffleXor(vector, 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: vector subgroupShuffleUp(vector, 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: vector subgroupShuffleDown(vector, 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: vector subgroupRotate(vector, 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: vector subgroupClusteredRotate(vector, 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: vector subgroupAdd(vector); 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: vector subgroupMul(vector); 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: vector subgroupMin(vector); 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: vector subgroupMax(vector); 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: vector subgroupAnd(vector); 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: vector subgroupOr(vector); 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: vector subgroupXor(vector); 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: vector subgroupInclusiveAdd(vector); 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: vector subgroupInclusiveMul(vector); 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: vector subgroupInclusiveMin(vector); 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: vector subgroupInclusiveMax(vector); 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: vector subgroupInclusiveAnd(vector); 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: vector subgroupInclusiveOr(vector); 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: vector subgroupInclusiveXor(vector); 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: vector subgroupExclusiveAdd(vector); 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: vector subgroupExclusiveMul(vector); 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: vector subgroupExclusiveMin(vector); 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: vector subgroupExclusiveMax(vector); 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: vector subgroupExclusiveAnd(vector); 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: vector subgroupExclusiveOr(vector); 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: vector subgroupExclusiveXor(vector); 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: vector subgroupClusteredAdd(vector, 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: vector subgroupClusteredMul(vector, 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: vector subgroupClusteredMin(vector, 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: vector subgroupClusteredMax(vector, 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: vector subgroupClusteredAnd(vector, 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: vector subgroupClusteredOr(vector, 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: vector subgroupClusteredXor(vector, 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: vector subgroupQuadBroadcast(vector, 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: vector subgroupQuadSwapHorizontal(vector); 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: vector subgroupQuadSwapVertical(vector); 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: vector subgroupQuadSwapDiagonal(vector); 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: uvec4 subgroupPartitionNV(vector); 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: vector subgroupPartitionedAddNV(vector, 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: vector subgroupPartitionedMulNV(vector, 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: vector subgroupPartitionedMinNV(vector, 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: vector subgroupPartitionedMaxNV(vector, 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: vector subgroupPartitionedAndNV(vector, 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: vector subgroupPartitionedOrNV(vector, 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: vector subgroupPartitionedXorNV(vector, 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: vector subgroupPartitionedInclusiveAddNV(vector, 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: vector subgroupPartitionedInclusiveMulNV(vector, 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: vector subgroupPartitionedInclusiveMinNV(vector, 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: vector subgroupPartitionedInclusiveMaxNV(vector, 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: vector subgroupPartitionedInclusiveAndNV(vector, 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: vector subgroupPartitionedInclusiveOrNV(vector, 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: vector subgroupPartitionedInclusiveXorNV(vector, 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: vector subgroupPartitionedExclusiveAddNV(vector, 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: vector subgroupPartitionedExclusiveMulNV(vector, 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: vector subgroupPartitionedExclusiveMinNV(vector, 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: vector subgroupPartitionedExclusiveMaxNV(vector, 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: vector subgroupPartitionedExclusiveAndNV(vector, 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: vector subgroupPartitionedExclusiveOrNV(vector, 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: vector subgroupPartitionedExclusiveXorNV(vector, 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: struct gl_TextureFootprint2DNV {uvec2 anchor;uvec2 offset;uvec2 mask;uint lod;uint granularity;};struct gl_TextureFootprint3DNV {uvec3 anchor;uvec3 offset;uvec2 mask;uint lod;uint granularity;};bool textureFootprintNV(sampler2D, vec2, int, bool, out gl_TextureFootprint2DNV);bool textureFootprintNV(sampler3D, vec3, int, bool, out gl_TextureFootprint3DNV);bool textureFootprintNV(sampler2D, vec2, int, bool, out gl_TextureFootprint2DNV, float);bool textureFootprintNV(sampler3D, vec3, int, bool, out gl_TextureFootprint3DNV, float);bool textureFootprintClampNV(sampler2D, vec2, float, int, bool, out gl_TextureFootprint2DNV);bool textureFootprintClampNV(sampler3D, vec3, float, int, bool, out gl_TextureFootprint3DNV);bool textureFootprintClampNV(sampler2D, vec2, float, int, bool, out gl_TextureFootprint2DNV, float);bool textureFootprintClampNV(sampler3D, vec3, float, int, bool, out gl_TextureFootprint3DNV, float);bool textureFootprintLodNV(sampler2D, vec2, float, int, bool, out gl_TextureFootprint2DNV);bool textureFootprintLodNV(sampler3D, vec3, float, int, bool, out gl_TextureFootprint3DNV);bool textureFootprintGradNV(sampler2D, vec2, vec2, vec2, int, bool, out gl_TextureFootprint2DNV);bool textureFootprintGradClampNV(sampler2D, vec2, vec2, vec2, float, int, bool, out gl_TextureFootprint2DNV); Step #5: float16_t radians(float16_t);f16vec2 radians(f16vec2);f16vec3 radians(f16vec3);f16vec4 radians(f16vec4);float16_t degrees(float16_t);f16vec2 degrees(f16vec2);f16vec3 degrees(f16vec3);f16vec4 degrees(f16vec4);float16_t sin(float16_t);f16vec2 sin(f16vec2);f16vec3 sin(f16vec3);f16vec4 sin(f16vec4);float16_t cos(float16_t);f16vec2 cos(f16vec2);f16vec3 cos(f16vec3);f16vec4 cos(f16vec4);float16_t tan(float16_t);f16vec2 tan(f16vec2);f16vec3 tan(f16vec3);f16vec4 tan(f16vec4);float16_t asin(float16_t);f16vec2 asin(f16vec2);f16vec3 asin(f16vec3);f16vec4 asin(f16vec4);float16_t acos(float16_t);f16vec2 acos(f16vec2);f16vec3 acos(f16vec3);f16vec4 acos(f16vec4);float16_t atan(float16_t, float16_t);f16vec2 atan(f16vec2, f16vec2);f16vec3 atan(f16vec3, f16vec3);f16vec4 atan(f16vec4, f16vec4);float16_t atan(float16_t);f16vec2 atan(f16vec2);f16vec3 atan(f16vec3);f16vec4 atan(f16vec4);float16_t sinh(float16_t);f16vec2 sinh(f16vec2);f16vec3 sinh(f16vec3);f16vec4 sinh(f16vec4);float16_t cosh(float16_t);f16vec2 cosh(f16vec2);f16vec3 cosh(f16vec3);f16vec4 cosh(f16vec4);float16_t tanh(float16_t);f16vec2 tanh(f16vec2);f16vec3 tanh(f16vec3);f16vec4 tanh(f16vec4);float16_t asinh(float16_t);f16vec2 asinh(f16vec2);f16vec3 asinh(f16vec3);f16vec4 asinh(f16vec4);float16_t acosh(float16_t);f16vec2 acosh(f16vec2);f16vec3 acosh(f16vec3);f16vec4 acosh(f16vec4);float16_t atanh(float16_t);f16vec2 atanh(f16vec2);f16vec3 atanh(f16vec3);f16vec4 atanh(f16vec4);float16_t pow(float16_t, float16_t);f16vec2 pow(f16vec2, f16vec2);f16vec3 pow(f16vec3, f16vec3);f16vec4 pow(f16vec4, f16vec4);float16_t exp(float16_t);f16vec2 exp(f16vec2);f16vec3 exp(f16vec3);f16vec4 exp(f16vec4);float16_t log(float16_t);f16vec2 log(f16vec2);f16vec3 log(f16vec3);f16vec4 log(f16vec4);float16_t exp2(float16_t);f16vec2 exp2(f16vec2);f16vec3 exp2(f16vec3);f16vec4 exp2(f16vec4);float16_t log2(float16_t);f16vec2 log2(f16vec2);f16vec3 log2(f16vec3);f16vec4 log2(f16vec4);float16_t sqrt(float16_t);f16vec2 sqrt(f16vec2);f16vec3 sqrt(f16vec3);f16vec4 sqrt(f16vec4);float16_t inversesqrt(float16_t);f16vec2 inversesqrt(f16vec2);f16vec3 inversesqrt(f16vec3);f16vec4 inversesqrt(f16vec4);float16_t abs(float16_t);f16vec2 abs(f16vec2);f16vec3 abs(f16vec3);f16vec4 abs(f16vec4);float16_t sign(float16_t);f16vec2 sign(f16vec2);f16vec3 sign(f16vec3);f16vec4 sign(f16vec4);float16_t floor(float16_t);f16vec2 floor(f16vec2);f16vec3 floor(f16vec3);f16vec4 floor(f16vec4);float16_t trunc(float16_t);f16vec2 trunc(f16vec2);f16vec3 trunc(f16vec3);f16vec4 trunc(f16vec4);float16_t round(float16_t);f16vec2 round(f16vec2);f16vec3 round(f16vec3);f16vec4 round(f16vec4);float16_t roundEven(float16_t);f16vec2 roundEven(f16vec2);f16vec3 roundEven(f16vec3);f16vec4 roundEven(f16vec4);float16_t ceil(float16_t);f16vec2 ceil(f16vec2);f16vec3 ceil(f16vec3);f16vec4 ceil(f16vec4);float16_t fract(float16_t);f16vec2 fract(f16vec2);f16vec3 fract(f16vec3);f16vec4 fract(f16vec4);float16_t mod(float16_t, float16_t);f16vec2 mod(f16vec2, float16_t);f16vec3 mod(f16vec3, float16_t);f16vec4 mod(f16vec4, float16_t);f16vec2 mod(f16vec2, f16vec2);f16vec3 mod(f16vec3, f16vec3);f16vec4 mod(f16vec4, f16vec4);float16_t modf(float16_t, out float16_t);f16vec2 modf(f16vec2, out f16vec2);f16vec3 modf(f16vec3, out f16vec3);f16vec4 modf(f16vec4, out f16vec4);float16_t min(float16_t, float16_t);f16vec2 min(f16vec2, float16_t);f16vec3 min(f16vec3, float16_t);f16vec4 min(f16vec4, float16_t);f16vec2 min(f16vec2, f16vec2);f16vec3 min(f16vec3, f16vec3);f16vec4 min(f16vec4, f16vec4);float16_t max(float16_t, float16_t);f16vec2 max(f16vec2, float16_t);f16vec3 max(f16vec3, float16_t);f16vec4 max(f16vec4, float16_t);f16vec2 max(f16vec2, f16vec2);f16vec3 max(f16vec3, f16vec3);f16vec4 max(f16vec4, f16vec4);float16_t clamp(float16_t, float16_t, float16_t);f16vec2 clamp(f16vec2, float16_t, float16_t);f16vec3 clamp(f16vec3, float16_t, float16_t);f16vec4 clamp(f16vec4, float16_t, float16_t);f16vec2 clamp(f16vec2, f16vec2, f16vec2);f16vec3 clamp(f16vec3, f16vec3, f16vec3);f16vec4 clamp(f16vec4, f16vec4, f16vec4);float16_t mix(float16_t, float16_t, float16_t);f16vec2 mix(f16vec2, f16vec2, float16_t);f16vec3 mix(f16vec3, f16vec3, float16_t);f16vec4 mix(f16vec4, f16vec4, float16_t);f16vec2 mix(f16vec2, f16vec2, f16vec2);f16vec3 mix(f16vec3, f16vec3, f16vec3);f16vec4 mix(f16vec4, f16vec4, f16vec4);float16_t mix(float16_t, float16_t, bool);f16vec2 mix(f16vec2, f16vec2, bvec2);f16vec3 mix(f16vec3, f16vec3, bvec3);f16vec4 mix(f16vec4, f16vec4, bvec4);float16_t step(float16_t, float16_t);f16vec2 step(f16vec2, f16vec2);f16vec3 step(f16vec3, f16vec3);f16vec4 step(f16vec4, f16vec4);f16vec2 step(float16_t, f16vec2);f16vec3 step(float16_t, f16vec3);f16vec4 step(float16_t, f16vec4);float16_t smoothstep(float16_t, float16_t, float16_t);f16vec2 smoothstep(f16vec2, f16vec2, f16vec2);f16vec3 smoothstep(f16vec3, f16vec3, f16vec3);f16vec4 smoothstep(f16vec4, f16vec4, f16vec4);f16vec2 smoothstep(float16_t, float16_t, f16vec2);f16vec3 smoothstep(float16_t, float16_t, f16vec3);f16vec4 smoothstep(float16_t, float16_t, f16vec4);bool isnan(float16_t);bvec2 isnan(f16vec2);bvec3 isnan(f16vec3);bvec4 isnan(f16vec4);bool isinf(float16_t);bvec2 isinf(f16vec2);bvec3 isinf(f16vec3);bvec4 isinf(f16vec4);float16_t fma(float16_t, float16_t, float16_t);f16vec2 fma(f16vec2, f16vec2, f16vec2);f16vec3 fma(f16vec3, f16vec3, f16vec3);f16vec4 fma(f16vec4, f16vec4, f16vec4);float16_t frexp(float16_t, out int);f16vec2 frexp(f16vec2, out ivec2);f16vec3 frexp(f16vec3, out ivec3);f16vec4 frexp(f16vec4, out ivec4);float16_t ldexp(float16_t, in int);f16vec2 ldexp(f16vec2, in ivec2);f16vec3 ldexp(f16vec3, in ivec3);f16vec4 ldexp(f16vec4, in ivec4);uint packFloat2x16(f16vec2);f16vec2 unpackFloat2x16(uint);float16_t length(float16_t);float16_t length(f16vec2);float16_t length(f16vec3);float16_t length(f16vec4);float16_t distance(float16_t, float16_t);float16_t distance(f16vec2, f16vec2);float16_t distance(f16vec3, f16vec3);float16_t distance(f16vec4, f16vec4);float16_t dot(float16_t, float16_t);float16_t dot(f16vec2, f16vec2);float16_t dot(f16vec3, f16vec3);float16_t dot(f16vec4, f16vec4);f16vec3 cross(f16vec3, f16vec3);float16_t normalize(float16_t);f16vec2 normalize(f16vec2);f16vec3 normalize(f16vec3);f16vec4 normalize(f16vec4);float16_t faceforward(float16_t, float16_t, float16_t);f16vec2 faceforward(f16vec2, f16vec2, f16vec2);f16vec3 faceforward(f16vec3, f16vec3, f16vec3);f16vec4 faceforward(f16vec4, f16vec4, f16vec4);float16_t reflect(float16_t, float16_t);f16vec2 reflect(f16vec2, f16vec2);f16vec3 reflect(f16vec3, f16vec3);f16vec4 reflect(f16vec4, f16vec4);float16_t refract(float16_t, float16_t, float16_t);f16vec2 refract(f16vec2, f16vec2, float16_t);f16vec3 refract(f16vec3, f16vec3, float16_t);f16vec4 refract(f16vec4, f16vec4, float16_t);f16mat2 matrixCompMult(f16mat2, f16mat2);f16mat3 matrixCompMult(f16mat3, f16mat3);f16mat4 matrixCompMult(f16mat4, f16mat4);f16mat2x3 matrixCompMult(f16mat2x3, f16mat2x3);f16mat2x4 matrixCompMult(f16mat2x4, f16mat2x4);f16mat3x2 matrixCompMult(f16mat3x2, f16mat3x2);f16mat3x4 matrixCompMult(f16mat3x4, f16mat3x4);f16mat4x2 matrixCompMult(f16mat4x2, f16mat4x2);f16mat4x3 matrixCompMult(f16mat4x3, f16mat4x3);f16mat2 outerProduct(f16vec2, f16vec2);f16mat3 outerProduct(f16vec3, f16vec3);f16mat4 outerProduct(f16vec4, f16vec4);f16mat2x3 outerProduct(f16vec3, f16vec2);f16mat3x2 outerProduct(f16vec2, f16vec3);f16mat2x4 outerProduct(f16vec4, f16vec2);f16mat4x2 outerProduct(f16vec2, f16vec4);f16mat3x4 outerProduct(f16vec4, f16vec3);f16mat4x3 outerProduct(f16vec3, f16vec4);f16mat2 transpose(f16mat2);f16mat3 transpose(f16mat3);f16mat4 transpose(f16mat4);f16mat2x3 transpose(f16mat3x2);f16mat3x2 transpose(f16mat2x3);f16mat2x4 transpose(f16mat4x2);f16mat4x2 transpose(f16mat2x4);f16mat3x4 transpose(f16mat4x3);f16mat4x3 transpose(f16mat3x4);float16_t determinant(f16mat2);float16_t determinant(f16mat3);float16_t determinant(f16mat4);f16mat2 inverse(f16mat2);f16mat3 inverse(f16mat3);f16mat4 inverse(f16mat4);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);bfloat16_t dot(bfloat16_t, bfloat16_t);bfloat16_t dot(bf16vec2, bf16vec2);bfloat16_t dot(bf16vec3, bf16vec3);bfloat16_t dot(bf16vec4, bf16vec4);int16_t bfloat16BitsToIntEXT(bfloat16_t value);i16vec2 bfloat16BitsToIntEXT(bf16vec2 value);i16vec3 bfloat16BitsToIntEXT(bf16vec3 value);i16vec4 bfloat16BitsToIntEXT(bf16vec4 value);uint16_t bfloat16BitsToUintEXT(bfloat16_t value);u16vec2 bfloat16BitsToUintEXT(bf16vec2 value);u16vec3 bfloat16BitsToUintEXT(bf16vec3 value);u16vec4 bfloat16BitsToUintEXT(bf16vec4 value);bfloat16_t intBitsToBFloat16EXT(int16_t value);bf16vec2 intBitsToBFloat16EXT(i16vec2 value);bf16vec3 intBitsToBFloat16EXT(i16vec3 value);bf16vec4 intBitsToBFloat16EXT(i16vec4 value);bfloat16_t uintBitsToBFloat16EXT(uint16_t value);bf16vec2 uintBitsToBFloat16EXT(u16vec2 value);bf16vec3 uintBitsToBFloat16EXT(u16vec3 value);bf16vec4 uintBitsToBFloat16EXT(u16vec4 value);int8_t floate5m2BitsToIntEXT(floate5m2_t value);i8vec2 floate5m2BitsToIntEXT(fe5m2vec2 value);i8vec3 floate5m2BitsToIntEXT(fe5m2vec3 value);i8vec4 floate5m2BitsToIntEXT(fe5m2vec4 value);uint8_t floate5m2BitsToUintEXT(floate5m2_t value);u8vec2 floate5m2BitsToUintEXT(fe5m2vec2 value);u8vec3 floate5m2BitsToUintEXT(fe5m2vec3 value);u8vec4 floate5m2BitsToUintEXT(fe5m2vec4 value);floate5m2_t intBitsToFloate5m2EXT(int8_t value);fe5m2vec2 intBitsToFloate5m2EXT(i8vec2 value);fe5m2vec3 intBitsToFloate5m2EXT(i8vec3 value);fe5m2vec4 intBitsToFloate5m2EXT(i8vec4 value);floate5m2_t uintBitsToFloate5m2EXT(uint8_t value);fe5m2vec2 uintBitsToFloate5m2EXT(u8vec2 value);fe5m2vec3 uintBitsToFloate5m2EXT(u8vec3 value);fe5m2vec4 uintBitsToFloate5m2EXT(u8vec4 value);int8_t floate4m3BitsToIntEXT(floate4m3_t value);i8vec2 floate4m3BitsToIntEXT(fe4m3vec2 value);i8vec3 floate4m3BitsToIntEXT(fe4m3vec3 value);i8vec4 floate4m3BitsToIntEXT(fe4m3vec4 value);uint8_t floate4m3BitsToUintEXT(floate4m3_t value);u8vec2 floate4m3BitsToUintEXT(fe4m3vec2 value);u8vec3 floate4m3BitsToUintEXT(fe4m3vec3 value);u8vec4 floate4m3BitsToUintEXT(fe4m3vec4 value);floate4m3_t intBitsToFloate4m3EXT(int8_t value);fe4m3vec2 intBitsToFloate4m3EXT(i8vec2 value);fe4m3vec3 intBitsToFloate4m3EXT(i8vec3 value);fe4m3vec4 intBitsToFloate4m3EXT(i8vec4 value);floate4m3_t uintBitsToFloate4m3EXT(uint8_t value);fe4m3vec2 uintBitsToFloate4m3EXT(u8vec2 value);fe4m3vec3 uintBitsToFloate4m3EXT(u8vec3 value);fe4m3vec4 uintBitsToFloate4m3EXT(u8vec4 value);void saturatedConvertEXT();int8_t floatue8m0BitsToIntEXT(floatue8m0_t value);i8vec2 floatue8m0BitsToIntEXT(fue8m0vec2 value);i8vec3 floatue8m0BitsToIntEXT(fue8m0vec3 value);i8vec4 floatue8m0BitsToIntEXT(fue8m0vec4 value);uint8_t floatue8m0BitsToUintEXT(floatue8m0_t value);u8vec2 floatue8m0BitsToUintEXT(fue8m0vec2 value);u8vec3 floatue8m0BitsToUintEXT(fue8m0vec3 value);u8vec4 floatue8m0BitsToUintEXT(fue8m0vec4 value);floatue8m0_t intBitsToFloatue8m0EXT(int8_t value);fue8m0vec2 intBitsToFloatue8m0EXT(i8vec2 value);fue8m0vec3 intBitsToFloatue8m0EXT(i8vec3 value);fue8m0vec4 intBitsToFloatue8m0EXT(i8vec4 value);floatue8m0_t uintBitsToFloatue8m0EXT(uint8_t value);fue8m0vec2 uintBitsToFloatue8m0EXT(u8vec2 value);fue8m0vec3 uintBitsToFloatue8m0EXT(u8vec3 value);fue8m0vec4 uintBitsToFloatue8m0EXT(u8vec4 value);int8_t floatmxint8BitsToIntEXT(floatmxint8_t value);i8vec2 floatmxint8BitsToIntEXT(fmxint8vec2 value);i8vec3 floatmxint8BitsToIntEXT(fmxint8vec3 value);i8vec4 floatmxint8BitsToIntEXT(fmxint8vec4 value);uint8_t floatmxint8BitsToUintEXT(floatmxint8_t value);u8vec2 floatmxint8BitsToUintEXT(fmxint8vec2 value);u8vec3 floatmxint8BitsToUintEXT(fmxint8vec3 value);u8vec4 floatmxint8BitsToUintEXT(fmxint8vec4 value);floatmxint8_t intBitsToFloatmxint8EXT(int8_t value);fmxint8vec2 intBitsToFloatmxint8EXT(i8vec2 value);fmxint8vec3 intBitsToFloatmxint8EXT(i8vec3 value);fmxint8vec4 intBitsToFloatmxint8EXT(i8vec4 value);floatmxint8_t uintBitsToFloatmxint8EXT(uint8_t value);fmxint8vec2 uintBitsToFloatmxint8EXT(u8vec2 value);fmxint8vec3 uintBitsToFloatmxint8EXT(u8vec3 value);fmxint8vec4 uintBitsToFloatmxint8EXT(u8vec4 value);fe2m1vec2 unpackFloat2xfe2m1EXT(uint8_t value);fe2m1vec4 unpackFloat4xfe2m1EXT(uint16_t value);vector unpackFloat8xfe2m1EXT(uint32_t value);vector unpackFloat16xfe2m1EXT(u32vec2 value);uint8_t packFloat2xfe2m1EXT(fe2m1vec2 value);uint16_t packFloat4xfe2m1EXT(fe2m1vec4 value);uint32_t packFloat8xfe2m1EXT(vector value);u32vec2 packFloat16xfe2m1EXT(vector value);fe3m2vec4 unpackFloat4xfe3m2EXT(u8vec3 value);vector unpackFloat8xfe3m2EXT(u16vec3 value);vector unpackFloat16xfe3m2EXT(u32vec3 value);u8vec3 packFloat4xfe3m2EXT(fe3m2vec4 value);u16vec3 packFloat8xfe3m2EXT(vector value);u32vec3 packFloat16xfe3m2EXT(vector value);fe2m3vec4 unpackFloat4xfe2m3EXT(u8vec3 value);vector unpackFloat8xfe2m3EXT(u16vec3 value);vector unpackFloat16xfe2m3EXT(u32vec3 value);u8vec3 packFloat4xfe2m3EXT(fe2m3vec4 value);u16vec3 packFloat8xfe2m3EXT(vector value);u32vec3 packFloat16xfe2m3EXT(vector value);floate2m1_t bitcastExtractfe2m1EXT(uint8_t, uint);fe2m1vec2 bitcastExtractfe2m1EXT(u8vec2, uint);fe2m1vec3 bitcastExtractfe2m1EXT(u8vec3, uint);fe2m1vec4 bitcastExtractfe2m1EXT(u8vec4, uint);floate3m2_t bitcastExtractfe3m2EXT(uint8_t, uint);fe3m2vec2 bitcastExtractfe3m2EXT(u8vec2, uint);fe3m2vec3 bitcastExtractfe3m2EXT(u8vec3, uint);fe3m2vec4 bitcastExtractfe3m2EXT(u8vec4, uint);floate2m3_t bitcastExtractfe2m3EXT(uint8_t, uint);fe2m3vec2 bitcastExtractfe2m3EXT(u8vec2, uint);fe2m3vec3 bitcastExtractfe2m3EXT(u8vec3, uint);fe2m3vec4 bitcastExtractfe2m3EXT(u8vec4, uint); Step #5: int8_t abs(int8_t);i8vec2 abs(i8vec2);i8vec3 abs(i8vec3);i8vec4 abs(i8vec4);int8_t sign(int8_t);i8vec2 sign(i8vec2);i8vec3 sign(i8vec3);i8vec4 sign(i8vec4);int8_t min(int8_t x, int8_t y);i8vec2 min(i8vec2 x, int8_t y);i8vec3 min(i8vec3 x, int8_t y);i8vec4 min(i8vec4 x, int8_t y);i8vec2 min(i8vec2 x, i8vec2 y);i8vec3 min(i8vec3 x, i8vec3 y);i8vec4 min(i8vec4 x, i8vec4 y);uint8_t min(uint8_t x, uint8_t y);u8vec2 min(u8vec2 x, uint8_t y);u8vec3 min(u8vec3 x, uint8_t y);u8vec4 min(u8vec4 x, uint8_t y);u8vec2 min(u8vec2 x, u8vec2 y);u8vec3 min(u8vec3 x, u8vec3 y);u8vec4 min(u8vec4 x, u8vec4 y);int8_t max(int8_t x, int8_t y);i8vec2 max(i8vec2 x, int8_t y);i8vec3 max(i8vec3 x, int8_t y);i8vec4 max(i8vec4 x, int8_t y);i8vec2 max(i8vec2 x, i8vec2 y);i8vec3 max(i8vec3 x, i8vec3 y);i8vec4 max(i8vec4 x, i8vec4 y);uint8_t max(uint8_t x, uint8_t y);u8vec2 max(u8vec2 x, uint8_t y);u8vec3 max(u8vec3 x, uint8_t y);u8vec4 max(u8vec4 x, uint8_t y);u8vec2 max(u8vec2 x, u8vec2 y);u8vec3 max(u8vec3 x, u8vec3 y);u8vec4 max(u8vec4 x, u8vec4 y);int8_t clamp(int8_t x, int8_t minVal, int8_t maxVal);i8vec2 clamp(i8vec2 x, int8_t minVal, int8_t maxVal);i8vec3 clamp(i8vec3 x, int8_t minVal, int8_t maxVal);i8vec4 clamp(i8vec4 x, int8_t minVal, int8_t maxVal);i8vec2 clamp(i8vec2 x, i8vec2 minVal, i8vec2 maxVal);i8vec3 clamp(i8vec3 x, i8vec3 minVal, i8vec3 maxVal);i8vec4 clamp(i8vec4 x, i8vec4 minVal, i8vec4 maxVal);uint8_t clamp(uint8_t x, uint8_t minVal, uint8_t maxVal);u8vec2 clamp(u8vec2 x, uint8_t minVal, uint8_t maxVal);u8vec3 clamp(u8vec3 x, uint8_t minVal, uint8_t maxVal);u8vec4 clamp(u8vec4 x, uint8_t minVal, uint8_t maxVal);u8vec2 clamp(u8vec2 x, u8vec2 minVal, u8vec2 maxVal);u8vec3 clamp(u8vec3 x, u8vec3 minVal, u8vec3 maxVal);u8vec4 clamp(u8vec4 x, u8vec4 minVal, u8vec4 maxVal);int8_t mix(int8_t, int8_t, bool);i8vec2 mix(i8vec2, i8vec2, bvec2);i8vec3 mix(i8vec3, i8vec3, bvec3);i8vec4 mix(i8vec4, i8vec4, bvec4);uint8_t mix(uint8_t, uint8_t, bool);u8vec2 mix(u8vec2, u8vec2, bvec2);u8vec3 mix(u8vec3, u8vec3, bvec3);u8vec4 mix(u8vec4, u8vec4, bvec4);bvec2 lessThan(i8vec2, i8vec2);bvec3 lessThan(i8vec3, i8vec3);bvec4 lessThan(i8vec4, i8vec4);bvec2 lessThan(u8vec2, u8vec2);bvec3 lessThan(u8vec3, u8vec3);bvec4 lessThan(u8vec4, u8vec4);bvec2 lessThanEqual(i8vec2, i8vec2);bvec3 lessThanEqual(i8vec3, i8vec3);bvec4 lessThanEqual(i8vec4, i8vec4);bvec2 lessThanEqual(u8vec2, u8vec2);bvec3 lessThanEqual(u8vec3, u8vec3);bvec4 lessThanEqual(u8vec4, u8vec4);bvec2 greaterThan(i8vec2, i8vec2);bvec3 greaterThan(i8vec3, i8vec3);bvec4 greaterThan(i8vec4, i8vec4);bvec2 greaterThan(u8vec2, u8vec2);bvec3 greaterThan(u8vec3, u8vec3);bvec4 greaterThan(u8vec4, u8vec4);bvec2 greaterThanEqual(i8vec2, i8vec2);bvec3 greaterThanEqual(i8vec3, i8vec3);bvec4 greaterThanEqual(i8vec4, i8vec4);bvec2 greaterThanEqual(u8vec2, u8vec2);bvec3 greaterThanEqual(u8vec3, u8vec3);bvec4 greaterThanEqual(u8vec4, u8vec4);bvec2 equal(i8vec2, i8vec2);bvec3 equal(i8vec3, i8vec3);bvec4 equal(i8vec4, i8vec4);bvec2 equal(u8vec2, u8vec2);bvec3 equal(u8vec3, u8vec3);bvec4 equal(u8vec4, u8vec4);bvec2 notEqual(i8vec2, i8vec2);bvec3 notEqual(i8vec3, i8vec3);bvec4 notEqual(i8vec4, i8vec4);bvec2 notEqual(u8vec2, u8vec2);bvec3 notEqual(u8vec3, u8vec3);bvec4 notEqual(u8vec4, u8vec4); int8_t bitfieldExtract( int8_t, int8_t, int8_t);i8vec2 bitfieldExtract(i8vec2, int8_t, int8_t);i8vec3 bitfieldExtract(i8vec3, int8_t, int8_t);i8vec4 bitfieldExtract(i8vec4, int8_t, int8_t); uint8_t bitfieldExtract( uint8_t, int8_t, int8_t);u8vec2 bitfieldExtract(u8vec2, int8_t, int8_t);u8vec3 bitfieldExtract(u8vec3, int8_t, int8_t);u8vec4 bitfieldExtract(u8vec4, int8_t, int8_t); int8_t bitfieldInsert( int8_t base, int8_t, int8_t, int8_t);i8vec2 bitfieldInsert(i8vec2 base, i8vec2, int8_t, int8_t);i8vec3 bitfieldInsert(i8vec3 base, i8vec3, int8_t, int8_t);i8vec4 bitfieldInsert(i8vec4 base, i8vec4, int8_t, int8_t); uint8_t bitfieldInsert( uint8_t base, uint8_t, int8_t, int8_t);u8vec2 bitfieldInsert(u8vec2 base, u8vec2, int8_t, int8_t);u8vec3 bitfieldInsert(u8vec3 base, u8vec3, int8_t, int8_t);u8vec4 bitfieldInsert(u8vec4 base, u8vec4, int8_t, int8_t); int8_t bitCount( int8_t);i8vec2 bitCount(i8vec2);i8vec3 bitCount(i8vec3);i8vec4 bitCount(i8vec4); int8_t bitCount( uint8_t);i8vec2 bitCount(u8vec2);i8vec3 bitCount(u8vec3);i8vec4 bitCount(u8vec4);int8_t bitfieldReverse(highp int8_t);i8vec2 bitfieldReverse(highp i8vec2);i8vec3 bitfieldReverse(highp i8vec3);i8vec4 bitfieldReverse(highp i8vec4);uint8_t bitfieldReverse(highp uint8_t);u8vec2 bitfieldReverse(highp u8vec2);u8vec3 bitfieldReverse(highp u8vec3);u8vec4 bitfieldReverse(highp u8vec4); int8_t findLSB( int8_t);i8vec2 findLSB(i8vec2);i8vec3 findLSB(i8vec3);i8vec4 findLSB(i8vec4); int8_t findLSB( uint8_t);i8vec2 findLSB(u8vec2);i8vec3 findLSB(u8vec3);i8vec4 findLSB(u8vec4); int8_t findMSB( int8_t);i8vec2 findMSB(i8vec2);i8vec3 findMSB(i8vec3);i8vec4 findMSB(i8vec4); int8_t findMSB( uint8_t);i8vec2 findMSB(u8vec2);i8vec3 findMSB(u8vec3);i8vec4 findMSB(u8vec4);int16_t abs(int16_t);i16vec2 abs(i16vec2);i16vec3 abs(i16vec3);i16vec4 abs(i16vec4);int16_t sign(int16_t);i16vec2 sign(i16vec2);i16vec3 sign(i16vec3);i16vec4 sign(i16vec4);int16_t min(int16_t x, int16_t y);i16vec2 min(i16vec2 x, int16_t y);i16vec3 min(i16vec3 x, int16_t y);i16vec4 min(i16vec4 x, int16_t y);i16vec2 min(i16vec2 x, i16vec2 y);i16vec3 min(i16vec3 x, i16vec3 y);i16vec4 min(i16vec4 x, i16vec4 y);uint16_t min(uint16_t x, uint16_t y);u16vec2 min(u16vec2 x, uint16_t y);u16vec3 min(u16vec3 x, uint16_t y);u16vec4 min(u16vec4 x, uint16_t y);u16vec2 min(u16vec2 x, u16vec2 y);u16vec3 min(u16vec3 x, u16vec3 y);u16vec4 min(u16vec4 x, u16vec4 y);int16_t max(int16_t x, int16_t y);i16vec2 max(i16vec2 x, int16_t y);i16vec3 max(i16vec3 x, int16_t y);i16vec4 max(i16vec4 x, int16_t y);i16vec2 max(i16vec2 x, i16vec2 y);i16vec3 max(i16vec3 x, i16vec3 y);i16vec4 max(i16vec4 x, i16vec4 y);uint16_t max(uint16_t x, uint16_t y);u16vec2 max(u16vec2 x, uint16_t y);u16vec3 max(u16vec3 x, uint16_t y);u16vec4 max(u16vec4 x, uint16_t y);u16vec2 max(u16vec2 x, u16vec2 y);u16vec3 max(u16vec3 x, u16vec3 y);u16vec4 max(u16vec4 x, u16vec4 y);int16_t clamp(int16_t x, int16_t minVal, int16_t maxVal);i16vec2 clamp(i16vec2 x, int16_t minVal, int16_t maxVal);i16vec3 clamp(i16vec3 x, int16_t minVal, int16_t maxVal);i16vec4 clamp(i16vec4 x, int16_t minVal, int16_t maxVal);i16vec2 clamp(i16vec2 x, i16vec2 minVal, i16vec2 maxVal);i16vec3 clamp(i16vec3 x, i16vec3 minVal, i16vec3 maxVal);i16vec4 clamp(i16vec4 x, i16vec4 minVal, i16vec4 maxVal);uint16_t clamp(uint16_t x, uint16_t minVal, uint16_t maxVal);u16vec2 clamp(u16vec2 x, uint16_t minVal, uint16_t maxVal);u16vec3 clamp(u16vec3 x, uint16_t minVal, uint16_t maxVal);u16vec4 clamp(u16vec4 x, uint16_t minVal, uint16_t maxVal);u16vec2 clamp(u16vec2 x, u16vec2 minVal, u16vec2 maxVal);u16vec3 clamp(u16vec3 x, u16vec3 minVal, u16vec3 maxVal);u16vec4 clamp(u16vec4 x, u16vec4 minVal, u16vec4 maxVal);int16_t mix(int16_t, int16_t, bool);i16vec2 mix(i16vec2, i16vec2, bvec2);i16vec3 mix(i16vec3, i16vec3, bvec3);i16vec4 mix(i16vec4, i16vec4, bvec4);uint16_t mix(uint16_t, uint16_t, bool);u16vec2 mix(u16vec2, u16vec2, bvec2);u16vec3 mix(u16vec3, u16vec3, bvec3);u16vec4 mix(u16vec4, u16vec4, bvec4);float16_t frexp(float16_t, out int16_t);f16vec2 frexp(f16vec2, out i16vec2);f16vec3 frexp(f16vec3, out i16vec3);f16vec4 frexp(f16vec4, out i16vec4);float16_t ldexp(float16_t, int16_t);f16vec2 ldexp(f16vec2, i16vec2);f16vec3 ldexp(f16vec3, i16vec3);f16vec4 ldexp(f16vec4, i16vec4);int16_t halfBitsToInt16(float16_t);i16vec2 halfBitsToInt16(f16vec2);i16vec3 halhBitsToInt16(f16vec3);i16vec4 halfBitsToInt16(f16vec4);uint16_t halfBitsToUint16(float16_t);u16vec2 halfBitsToUint16(f16vec2);u16vec3 halfBitsToUint16(f16vec3);u16vec4 halfBitsToUint16(f16vec4);int16_t float16BitsToInt16(float16_t);i16vec2 float16BitsToInt16(f16vec2);i16vec3 float16BitsToInt16(f16vec3);i16vec4 float16BitsToInt16(f16vec4);uint16_t float16BitsToUint16(float16_t);u16vec2 float16BitsToUint16(f16vec2);u16vec3 float16BitsToUint16(f16vec3);u16vec4 float16BitsToUint16(f16vec4);float16_t int16BitsToFloat16(int16_t);f16vec2 int16BitsToFloat16(i16vec2);f16vec3 int16BitsToFloat16(i16vec3);f16vec4 int16BitsToFloat16(i16vec4);float16_t uint16BitsToFloat16(uint16_t);f16vec2 uint16BitsToFloat16(u16vec2);f16vec3 uint16BitsToFloat16(u16vec3);f16vec4 uint16BitsToFloat16(u16vec4);float16_t int16BitsToHalf(int16_t);f16vec2 int16BitsToHalf(i16vec2);f16vec3 int16BitsToHalf(i16vec3);f16vec4 int16BitsToHalf(i16vec4);float16_t uint16BitsToHalf(uint16_t);f16vec2 uint16BitsToHalf(u16vec2);f16vec3 uint16BitsToHalf(u16vec3);f16vec4 uint16BitsToHalf(u16vec4);int packInt2x16(i16vec2);uint packUint2x16(u16vec2);int64_t packInt4x16(i16vec4);uint64_t packUint4x16(u16vec4);i16vec2 unpackInt2x16(int);u16vec2 unpackUint2x16(uint);i16vec4 unpackInt4x16(int64_t);u16vec4 unpackUint4x16(uint64_t);bvec2 lessThan(i16vec2, i16vec2);bvec3 lessThan(i16vec3, i16vec3);bvec4 lessThan(i16vec4, i16vec4);bvec2 lessThan(u16vec2, u16vec2);bvec3 lessThan(u16vec3, u16vec3);bvec4 lessThan(u16vec4, u16vec4);bvec2 lessThanEqual(i16vec2, i16vec2);bvec3 lessThanEqual(i16vec3, i16vec3);bvec4 lessThanEqual(i16vec4, i16vec4);bvec2 lessThanEqual(u16vec2, u16vec2);bvec3 lessThanEqual(u16vec3, u16vec3);bvec4 lessThanEqual(u16vec4, u16vec4);bvec2 greaterThan(i16vec2, i16vec2);bvec3 greaterThan(i16vec3, i16vec3);bvec4 greaterThan(i16vec4, i16vec4);bvec2 greaterThan(u16vec2, u16vec2);bvec3 greaterThan(u16vec3, u16vec3);bvec4 greaterThan(u16vec4, u16vec4);bvec2 greaterThanEqual(i16vec2, i16vec2);bvec3 greaterThanEqual(i16vec3, i16vec3);bvec4 greaterThanEqual(i16vec4, i16vec4);bvec2 greaterThanEqual(u16vec2, u16vec2);bvec3 greaterThanEqual(u16vec3, u16vec3);bvec4 greaterThanEqual(u16vec4, u16vec4);bvec2 equal(i16vec2, i16vec2);bvec3 equal(i16vec3, i16vec3);bvec4 equal(i16vec4, i16vec4);bvec2 equal(u16vec2, u16vec2);bvec3 equal(u16vec3, u16vec3);bvec4 equal(u16vec4, u16vec4);bvec2 notEqual(i16vec2, i16vec2);bvec3 notEqual(i16vec3, i16vec3);bvec4 notEqual(i16vec4, i16vec4);bvec2 notEqual(u16vec2, u16vec2);bvec3 notEqual(u16vec3, u16vec3);bvec4 notEqual(u16vec4, u16vec4); int16_t bitfieldExtract( int16_t, int16_t, int16_t);i16vec2 bitfieldExtract(i16vec2, int16_t, int16_t);i16vec3 bitfieldExtract(i16vec3, int16_t, int16_t);i16vec4 bitfieldExtract(i16vec4, int16_t, int16_t); uint16_t bitfieldExtract( uint16_t, int16_t, int16_t);u16vec2 bitfieldExtract(u16vec2, int16_t, int16_t);u16vec3 bitfieldExtract(u16vec3, int16_t, int16_t);u16vec4 bitfieldExtract(u16vec4, int16_t, int16_t); int16_t bitfieldInsert( int16_t base, int16_t, int16_t, int16_t);i16vec2 bitfieldInsert(i16vec2 base, i16vec2, int16_t, int16_t);i16vec3 bitfieldInsert(i16vec3 base, i16vec3, int16_t, int16_t);i16vec4 bitfieldInsert(i16vec4 base, i16vec4, int16_t, int16_t); uint16_t bitfieldInsert( uint16_t base, uint16_t, int16_t, int16_t);u16vec2 bitfieldInsert(u16vec2 base, u16vec2, int16_t, int16_t);u16vec3 bitfieldInsert(u16vec3 base, u16vec3, int16_t, int16_t);u16vec4 bitfieldInsert(u16vec4 base, u16vec4, int16_t, int16_t); int16_t bitCount( int16_t);i16vec2 bitCount(i16vec2);i16vec3 bitCount(i16vec3);i16vec4 bitCount(i16vec4); int16_t bitCount( uint16_t);i16vec2 bitCount(u16vec2);i16vec3 bitCount(u16vec3);i16vec4 bitCount(u16vec4);int16_t bitfieldReverse(highp int16_t);i16vec2 bitfieldReverse(highp i16vec2);i16vec3 bitfieldReverse(highp i16vec3);i16vec4 bitfieldReverse(highp i16vec4);uint16_t bitfieldReverse(highp uint16_t);u16vec2 bitfieldReverse(highp u16vec2);u16vec3 bitfieldReverse(highp u16vec3);u16vec4 bitfieldReverse(highp u16vec4); int16_t findLSB( int16_t);i16vec2 findLSB(i16vec2);i16vec3 findLSB(i16vec3);i16vec4 findLSB(i16vec4); int16_t findLSB( uint16_t);i16vec2 findLSB(u16vec2);i16vec3 findLSB(u16vec3);i16vec4 findLSB(u16vec4); int16_t findMSB( int16_t);i16vec2 findMSB(i16vec2);i16vec3 findMSB(i16vec3);i16vec4 findMSB(i16vec4); int16_t findMSB( uint16_t);i16vec2 findMSB(u16vec2);i16vec3 findMSB(u16vec3);i16vec4 findMSB(u16vec4);int16_t pack16(i8vec2);uint16_t pack16(u8vec2);int32_t pack32(i8vec4);uint32_t pack32(u8vec4);int32_t pack32(i16vec2);uint32_t pack32(u16vec2);int64_t pack64(i16vec4);uint64_t pack64(u16vec4);int64_t pack64(i32vec2);uint64_t pack64(u32vec2);i8vec2 unpack8(int16_t);u8vec2 unpack8(uint16_t);i8vec4 unpack8(int32_t);u8vec4 unpack8(uint32_t);i16vec2 unpack16(int32_t);u16vec2 unpack16(uint32_t);i16vec4 unpack16(int64_t);u16vec4 unpack16(uint64_t);i32vec2 unpack32(int64_t);u32vec2 unpack32(uint64_t);int8_t expectEXT(int8_t, int8_t);i8vec2 expectEXT(i8vec2, i8vec2);i8vec3 expectEXT(i8vec3, i8vec3);i8vec4 expectEXT(i8vec4, i8vec4);uint8_t expectEXT(uint8_t, uint8_t);u8vec2 expectEXT(u8vec2, u8vec2);u8vec3 expectEXT(u8vec3, u8vec3);u8vec4 expectEXT(u8vec4, u8vec4);int16_t expectEXT(int16_t, int16_t);i16vec2 expectEXT(i16vec2, i16vec2);i16vec3 expectEXT(i16vec3, i16vec3);i16vec4 expectEXT(i16vec4, i16vec4);uint16_t expectEXT(uint16_t, uint16_t);u16vec2 expectEXT(u16vec2, u16vec2);u16vec3 expectEXT(u16vec3, u16vec3);u16vec4 expectEXT(u16vec4, u16vec4);int64_t expectEXT(int64_t, int64_t);i64vec2 expectEXT(i64vec2, i64vec2);i64vec3 expectEXT(i64vec3, i64vec3);i64vec4 expectEXT(i64vec4, i64vec4);uint64_t expectEXT(uint64_t, uint64_t);u64vec2 expectEXT(u64vec2, u64vec2);u64vec3 expectEXT(u64vec3, u64vec3);u64vec4 expectEXT(u64vec4, u64vec4); 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 memoryBarrierBuffer();void memoryBarrierImage();void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); 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 int textureSize(samplerBuffer); Step #5: vec4 texelFetch(samplerBuffer,int); Step #5: vec4 texelFetch(textureBuffer,int); Step #5: highp int textureSize(textureBuffer); Step #5: highp int textureSize(isamplerBuffer); Step #5: ivec4 texelFetch(isamplerBuffer,int); Step #5: ivec4 texelFetch(itextureBuffer,int); Step #5: highp int textureSize(itextureBuffer); Step #5: highp int textureSize(usamplerBuffer); Step #5: uvec4 texelFetch(usamplerBuffer,int); Step #5: uvec4 texelFetch(utextureBuffer,int); Step #5: highp int textureSize(utextureBuffer); 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 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: highp ivec3 textureSize(textureCubeArray,int); Step #5: highp 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: highp ivec3 textureSize(itextureCubeArray,int); Step #5: highp 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: highp ivec3 textureSize(utextureCubeArray,int); Step #5: highp ivec2 textureSize(sampler2DMS); Step #5: vec4 texelFetch(sampler2DMS,ivec2,int); Step #5: vec4 texelFetch(texture2DMS,ivec2,int); Step #5: highp ivec2 textureSize(texture2DMS); Step #5: highp ivec2 textureSize(isampler2DMS); Step #5: ivec4 texelFetch(isampler2DMS,ivec2,int); Step #5: ivec4 texelFetch(itexture2DMS,ivec2,int); Step #5: highp ivec2 textureSize(itexture2DMS); Step #5: highp ivec2 textureSize(usampler2DMS); Step #5: uvec4 texelFetch(usampler2DMS,ivec2,int); Step #5: uvec4 texelFetch(utexture2DMS,ivec2,int); Step #5: highp ivec2 textureSize(utexture2DMS); Step #5: highp ivec3 textureSize(sampler2DMSArray); Step #5: vec4 texelFetch(sampler2DMSArray,ivec3,int); Step #5: vec4 texelFetch(texture2DMSArray,ivec3,int); Step #5: highp ivec3 textureSize(texture2DMSArray); Step #5: highp ivec3 textureSize(isampler2DMSArray); Step #5: ivec4 texelFetch(isampler2DMSArray,ivec3,int); Step #5: ivec4 texelFetch(itexture2DMSArray,ivec3,int); Step #5: highp ivec3 textureSize(itexture2DMSArray); Step #5: highp ivec3 textureSize(usampler2DMSArray); Step #5: uvec4 texelFetch(usampler2DMSArray,ivec3,int); Step #5: uvec4 texelFetch(utexture2DMSArray,ivec3,int); Step #5: highp ivec3 textureSize(utexture2DMSArray); 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 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: highp ivec2 imageSize(readonly writeonly volatile coherent nontemporal image2D); Step #5: highp vec4 imageLoad(readonly volatile coherent nontemporal image2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal image2D, ivec2, vec4); Step #5: float imageAtomicExchange(volatile coherent nontemporal image2D, ivec2, float); Step #5: highp ivec2 imageSize(readonly writeonly volatile coherent nontemporal iimage2D); 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 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: highp ivec2 imageSize(readonly writeonly volatile coherent nontemporal uimage2D); 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 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: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal image3D); Step #5: highp vec4 imageLoad(readonly volatile coherent nontemporal image3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal image3D, ivec3, vec4); Step #5: float imageAtomicExchange(volatile coherent nontemporal image3D, ivec3, float); Step #5: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal iimage3D); 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 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: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal uimage3D); 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 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: highp ivec2 imageSize(readonly writeonly volatile coherent nontemporal imageCube); Step #5: highp vec4 imageLoad(readonly volatile coherent nontemporal imageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal imageCube, ivec3, vec4); Step #5: float imageAtomicExchange(volatile coherent nontemporal imageCube, ivec3, float); Step #5: highp ivec2 imageSize(readonly writeonly volatile coherent nontemporal iimageCube); 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 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: highp ivec2 imageSize(readonly writeonly volatile coherent nontemporal uimageCube); 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 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: highp int imageSize(readonly writeonly volatile coherent nontemporal imageBuffer); Step #5: highp vec4 imageLoad(readonly volatile coherent nontemporal imageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal imageBuffer, int, vec4); Step #5: float imageAtomicExchange(volatile coherent nontemporal imageBuffer, int, float); Step #5: highp int imageSize(readonly writeonly volatile coherent nontemporal iimageBuffer); Step #5: highp 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: highp int imageSize(readonly writeonly volatile coherent nontemporal uimageBuffer); Step #5: highp 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: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal image2DArray); Step #5: highp vec4 imageLoad(readonly volatile coherent nontemporal image2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DArray, ivec3, vec4); Step #5: float imageAtomicExchange(volatile coherent nontemporal image2DArray, ivec3, float); Step #5: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal iimage2DArray); 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 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: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal uimage2DArray); Step #5: highp 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: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal imageCubeArray); Step #5: highp vec4 imageLoad(readonly volatile coherent nontemporal imageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal imageCubeArray, ivec3, vec4); Step #5: float imageAtomicExchange(volatile coherent nontemporal imageCubeArray, ivec3, float); Step #5: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal iimageCubeArray); Step #5: highp 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: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal uimageCubeArray); Step #5: highp 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: const int gl_ScopeDevice = 1; Step #5: const int gl_ScopeWorkgroup = 2; Step #5: const int gl_ScopeSubgroup = 3; Step #5: const int gl_ScopeInvocation = 4; Step #5: const int gl_ScopeQueueFamily = 5; Step #5: const int gl_ScopeShaderCallEXT = 6; Step #5: const int gl_SemanticsRelaxed = 0x0; Step #5: const int gl_SemanticsAcquire = 0x2; Step #5: const int gl_SemanticsRelease = 0x4; Step #5: const int gl_SemanticsAcquireRelease = 0x8; Step #5: const int gl_SemanticsMakeAvailable = 0x2000; Step #5: const int gl_SemanticsMakeVisible = 0x4000; Step #5: const int gl_SemanticsVolatile = 0x8000; Step #5: const int gl_StorageSemanticsNone = 0x0; Step #5: const int gl_StorageSemanticsBuffer = 0x40; Step #5: const int gl_StorageSemanticsShared = 0x100; Step #5: const int gl_StorageSemanticsImage = 0x800; Step #5: const int gl_StorageSemanticsOutput = 0x1000; Step #5: highp ivec2 imageSize(readonly writeonly volatile coherent nontemporal i64image2D); Step #5: highp i64vec4 imageLoad(readonly volatile coherent nontemporal i64image2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal i64image2D, ivec2, i64vec4); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image2D, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image2D, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image2D, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image2D, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image2D, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image2D, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image2D, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, highp int64_t); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, highp int64_t, int, int, int, int, int); Step #5: highp int64_t imageAtomicLoad(volatile coherent nontemporal i64image2D, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, int, int, int); Step #5: highp ivec2 imageSize(readonly writeonly volatile coherent nontemporal u64image2D); Step #5: highp u64vec4 imageLoad(readonly volatile coherent nontemporal u64image2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal u64image2D, ivec2, u64vec4); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, highp uint64_t); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, highp uint64_t, int, int, int, int, int); Step #5: highp uint64_t imageAtomicLoad(volatile coherent nontemporal u64image2D, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, int, int, int); Step #5: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal i64image3D); Step #5: highp i64vec4 imageLoad(readonly volatile coherent nontemporal i64image3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal i64image3D, ivec3, i64vec4); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image3D, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image3D, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image3D, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image3D, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image3D, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image3D, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image3D, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, highp int64_t); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, highp int64_t, int, int, int, int, int); Step #5: highp int64_t imageAtomicLoad(volatile coherent nontemporal i64image3D, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, int, int, int); Step #5: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal u64image3D); Step #5: highp u64vec4 imageLoad(readonly volatile coherent nontemporal u64image3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal u64image3D, ivec3, u64vec4); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, highp uint64_t); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, highp uint64_t, int, int, int, int, int); Step #5: highp uint64_t imageAtomicLoad(volatile coherent nontemporal u64image3D, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, int, int, int); Step #5: highp ivec2 imageSize(readonly writeonly volatile coherent nontemporal i64imageCube); Step #5: highp i64vec4 imageLoad(readonly volatile coherent nontemporal i64imageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal i64imageCube, ivec3, i64vec4); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, highp int64_t); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, highp int64_t, int, int, int, int, int); Step #5: highp int64_t imageAtomicLoad(volatile coherent nontemporal i64imageCube, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, int, int, int); Step #5: highp ivec2 imageSize(readonly writeonly volatile coherent nontemporal u64imageCube); Step #5: highp u64vec4 imageLoad(readonly volatile coherent nontemporal u64imageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal u64imageCube, ivec3, u64vec4); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, highp uint64_t); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, highp uint64_t, int, int, int, int, int); Step #5: highp uint64_t imageAtomicLoad(volatile coherent nontemporal u64imageCube, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, int, int, int); Step #5: highp int imageSize(readonly writeonly volatile coherent nontemporal i64imageBuffer); Step #5: highp i64vec4 imageLoad(readonly volatile coherent nontemporal i64imageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal i64imageBuffer, int, i64vec4); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64imageBuffer, int, highp int64_t); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64imageBuffer, int, highp int64_t); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64imageBuffer, int, highp int64_t); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64imageBuffer, int, highp int64_t); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64imageBuffer, int, highp int64_t); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64imageBuffer, int, highp int64_t); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64imageBuffer, int, highp int64_t); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, highp int64_t); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, highp int64_t, int, int, int, int, int); Step #5: highp int64_t imageAtomicLoad(volatile coherent nontemporal i64imageBuffer, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, int, int, int); Step #5: highp int imageSize(readonly writeonly volatile coherent nontemporal u64imageBuffer); Step #5: highp u64vec4 imageLoad(readonly volatile coherent nontemporal u64imageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal u64imageBuffer, int, u64vec4); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, highp uint64_t); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, highp uint64_t, int, int, int, int, int); Step #5: highp uint64_t imageAtomicLoad(volatile coherent nontemporal u64imageBuffer, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, int, int, int); Step #5: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal i64image2DArray); Step #5: highp i64vec4 imageLoad(readonly volatile coherent nontemporal i64image2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal i64image2DArray, ivec3, i64vec4); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, highp int64_t); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, highp int64_t, int, int, int, int, int); Step #5: highp int64_t imageAtomicLoad(volatile coherent nontemporal i64image2DArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, int, int, int); Step #5: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal u64image2DArray); Step #5: highp u64vec4 imageLoad(readonly volatile coherent nontemporal u64image2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal u64image2DArray, ivec3, u64vec4); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, highp uint64_t); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, highp uint64_t, int, int, int, int, int); Step #5: highp uint64_t imageAtomicLoad(volatile coherent nontemporal u64image2DArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, int, int, int); Step #5: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal i64imageCubeArray); Step #5: highp i64vec4 imageLoad(readonly volatile coherent nontemporal i64imageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal i64imageCubeArray, ivec3, i64vec4); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, highp int64_t); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, highp int64_t, int, int, int, int, int); Step #5: highp int64_t imageAtomicLoad(volatile coherent nontemporal i64imageCubeArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, int, int, int); Step #5: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal u64imageCubeArray); Step #5: highp u64vec4 imageLoad(readonly volatile coherent nontemporal u64imageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal u64imageCubeArray, ivec3, u64vec4); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, highp uint64_t); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, highp uint64_t, int, int, int, int, int); Step #5: highp uint64_t imageAtomicLoad(volatile coherent nontemporal u64imageCubeArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, int, int, int); Step #5: highp ivec2 imageSize(readonly writeonly volatile coherent nontemporal i64image2DMS); Step #5: highp i64vec4 imageLoad(readonly volatile coherent nontemporal i64image2DMS, ivec2, int); Step #5: void imageStore(writeonly volatile coherent nontemporal i64image2DMS, ivec2, int, i64vec4); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, highp int64_t); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, highp int64_t, int, int, int, int, int); Step #5: highp int64_t imageAtomicLoad(volatile coherent nontemporal i64image2DMS, ivec2, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, int, int, int); Step #5: highp ivec2 imageSize(readonly writeonly volatile coherent nontemporal u64image2DMS); Step #5: highp u64vec4 imageLoad(readonly volatile coherent nontemporal u64image2DMS, ivec2, int); Step #5: void imageStore(writeonly volatile coherent nontemporal u64image2DMS, ivec2, int, u64vec4); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, highp uint64_t); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, highp uint64_t, int, int, int, int, int); Step #5: highp uint64_t imageAtomicLoad(volatile coherent nontemporal u64image2DMS, ivec2, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, int, int, int); Step #5: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal i64image2DMSArray); Step #5: highp i64vec4 imageLoad(readonly volatile coherent nontemporal i64image2DMSArray, ivec3, int); Step #5: void imageStore(writeonly volatile coherent nontemporal i64image2DMSArray, ivec3, int, i64vec4); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, highp int64_t); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, highp int64_t, int, int, int, int, int); Step #5: highp int64_t imageAtomicLoad(volatile coherent nontemporal i64image2DMSArray, ivec3, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, int, int, int); Step #5: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal u64image2DMSArray); Step #5: highp u64vec4 imageLoad(readonly volatile coherent nontemporal u64image2DMSArray, ivec3, int); Step #5: void imageStore(writeonly volatile coherent nontemporal u64image2DMSArray, ivec3, int, u64vec4); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, highp uint64_t); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, highp uint64_t, int, int, int, int, int); Step #5: highp uint64_t imageAtomicLoad(volatile coherent nontemporal u64image2DMSArray, ivec3, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, int, int, int); Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); 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: void abortEXT(); 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: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: 0:342: '' : 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: void abortEXT(); 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: void abortEXT(); 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:428: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: vector radians(vector); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: vector degrees(vector); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: vector sin(vector); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: vector cos(vector); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: vector tan(vector); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: vector asin(vector); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: vector acos(vector); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: vector atan(vector,vector); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: vector atan(vector); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: vector pow(vector,vector); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: vector exp(vector); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: vector log(vector); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: vector exp2(vector); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: vector log2(vector); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: vector sqrt(vector); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: vector inversesqrt(vector); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: vector abs(vector); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: vector sign(vector); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: vector floor(vector); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: vector ceil(vector); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: vector fract(vector); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: vector mod(vector,vector); Step #5: vector mod(vector,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: vector min(vector,vector); Step #5: vector min(vector,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: vector max(vector,vector); Step #5: vector max(vector,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: vector clamp(vector,vector,vector); Step #5: vector clamp(vector,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: vector mix(vector,vector,vector); Step #5: vector mix(vector,vector,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: vector step(vector,vector); Step #5: vector step(float,vector); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: vector smoothstep(vector,vector,vector); Step #5: vector smoothstep(float,float,vector); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: vector normalize(vector); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: vector faceforward(vector,vector,vector); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: vector reflect(vector,vector); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: vector refract(vector,vector,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float length(vector); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float distance(vector,vector); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: float dot(vector,vector); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: vector lessThan(vector,vector); Step #5: vector lessThan(vector,vector); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: vector lessThanEqual(vector,vector); Step #5: vector lessThanEqual(vector,vector); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: vector greaterThan(vector,vector); Step #5: vector greaterThan(vector,vector); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: vector greaterThanEqual(vector,vector); Step #5: vector greaterThanEqual(vector,vector); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: vector equal(vector,vector); Step #5: vector equal(vector,vector); Step #5: vector equal(vector,vector); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: vector notEqual(vector,vector); Step #5: vector notEqual(vector,vector); Step #5: vector notEqual(vector,vector); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool any(vector); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bool all(vector); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: vector not(vector); Step #5: float sinh(float); Step #5: vec2 sinh(vec2); Step #5: vec3 sinh(vec3); Step #5: vec4 sinh(vec4); Step #5: vector sinh(vector); Step #5: float cosh(float); Step #5: vec2 cosh(vec2); Step #5: vec3 cosh(vec3); Step #5: vec4 cosh(vec4); Step #5: vector cosh(vector); Step #5: float tanh(float); Step #5: vec2 tanh(vec2); Step #5: vec3 tanh(vec3); Step #5: vec4 tanh(vec4); Step #5: vector tanh(vector); Step #5: float asinh(float); Step #5: vec2 asinh(vec2); Step #5: vec3 asinh(vec3); Step #5: vec4 asinh(vec4); Step #5: vector asinh(vector); Step #5: float acosh(float); Step #5: vec2 acosh(vec2); Step #5: vec3 acosh(vec3); Step #5: vec4 acosh(vec4); Step #5: vector acosh(vector); Step #5: float atanh(float); Step #5: vec2 atanh(vec2); Step #5: vec3 atanh(vec3); Step #5: vec4 atanh(vec4); Step #5: vector atanh(vector); Step #5: int abs(int); Step #5: ivec2 abs(ivec2); Step #5: ivec3 abs(ivec3); Step #5: ivec4 abs(ivec4); Step #5: vector abs(vector); Step #5: int sign(int); Step #5: ivec2 sign(ivec2); Step #5: ivec3 sign(ivec3); Step #5: ivec4 sign(ivec4); Step #5: vector sign(vector); Step #5: float trunc(float); Step #5: vec2 trunc(vec2); Step #5: vec3 trunc(vec3); Step #5: vec4 trunc(vec4); Step #5: vector trunc(vector); Step #5: float round(float); Step #5: vec2 round(vec2); Step #5: vec3 round(vec3); Step #5: vec4 round(vec4); Step #5: vector round(vector); Step #5: float roundEven(float); Step #5: vec2 roundEven(vec2); Step #5: vec3 roundEven(vec3); Step #5: vec4 roundEven(vec4); Step #5: vector roundEven(vector); 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: vector modf(vector,out vector); 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: vector min(vector,vector); Step #5: vector min(vector,vector); Step #5: vector min(vector,int); Step #5: vector min(vector,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: vector max(vector,vector); Step #5: vector max(vector,vector); Step #5: vector max(vector,int); Step #5: vector max(vector,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: vector clamp(vector,vector,vector); Step #5: vector clamp(vector,vector,vector); Step #5: vector clamp(vector,int,int); Step #5: vector clamp(vector,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: vector mix(vector,vector,vector); Step #5: bool isinf(float); Step #5: bvec2 isinf(vec2); Step #5: bvec3 isinf(vec3); Step #5: bvec4 isinf(vec4); Step #5: vector isinf(vector); Step #5: bool isnan(float); Step #5: bvec2 isnan(vec2); Step #5: bvec3 isnan(vec3); Step #5: bvec4 isnan(vec4); Step #5: vector isnan(vector); Step #5: bvec2 lessThan(uvec2,uvec2); Step #5: bvec3 lessThan(uvec3,uvec3); Step #5: bvec4 lessThan(uvec4,uvec4); Step #5: vector lessThan(vector,vector); Step #5: bvec2 lessThanEqual(uvec2,uvec2); Step #5: bvec3 lessThanEqual(uvec3,uvec3); Step #5: bvec4 lessThanEqual(uvec4,uvec4); Step #5: vector lessThanEqual(vector,vector); Step #5: bvec2 greaterThan(uvec2,uvec2); Step #5: bvec3 greaterThan(uvec3,uvec3); Step #5: bvec4 greaterThan(uvec4,uvec4); Step #5: vector greaterThan(vector,vector); Step #5: bvec2 greaterThanEqual(uvec2,uvec2); Step #5: bvec3 greaterThanEqual(uvec3,uvec3); Step #5: bvec4 greaterThanEqual(uvec4,uvec4); Step #5: vector greaterThanEqual(vector,vector); Step #5: bvec2 equal(uvec2,uvec2); Step #5: bvec3 equal(uvec3,uvec3); Step #5: bvec4 equal(uvec4,uvec4); Step #5: vector equal(vector,vector); Step #5: bvec2 notEqual(uvec2,uvec2); Step #5: bvec3 notEqual(uvec3,uvec3); Step #5: bvec4 notEqual(uvec4,uvec4); Step #5: vector notEqual(vector,vector); 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: 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: 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: 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 memoryBarrier();void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); 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: 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: vec4 texelFetch(texture1D,int,int); Step #5: vec4 texelFetchOffset(texture1D,int,int,int); Step #5: int textureSize(texture1D,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: ivec4 texelFetch(itexture1D,int,int); Step #5: ivec4 texelFetchOffset(itexture1D,int,int,int); Step #5: int textureSize(itexture1D,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: uvec4 texelFetch(utexture1D,int,int); Step #5: uvec4 texelFetchOffset(utexture1D,int,int,int); Step #5: int textureSize(utexture1D,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: vec4 texelFetch(texture2D,ivec2,int); Step #5: vec4 texelFetchOffset(texture2D,ivec2,int,ivec2); Step #5: ivec2 textureSize(texture2D,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: ivec4 texelFetch(itexture2D,ivec2,int); Step #5: ivec4 texelFetchOffset(itexture2D,ivec2,int,ivec2); Step #5: ivec2 textureSize(itexture2D,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: uvec4 texelFetch(utexture2D,ivec2,int); Step #5: uvec4 texelFetchOffset(utexture2D,ivec2,int,ivec2); Step #5: ivec2 textureSize(utexture2D,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: vec4 texelFetch(texture3D,ivec3,int); Step #5: vec4 texelFetchOffset(texture3D,ivec3,int,ivec3); Step #5: ivec3 textureSize(texture3D,int); 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: ivec4 texelFetch(itexture3D,ivec3,int); Step #5: ivec4 texelFetchOffset(itexture3D,ivec3,int,ivec3); Step #5: ivec3 textureSize(itexture3D,int); 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: uvec4 texelFetch(utexture3D,ivec3,int); Step #5: uvec4 texelFetchOffset(utexture3D,ivec3,int,ivec3); Step #5: ivec3 textureSize(utexture3D,int); 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(textureCube,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(itextureCube,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(utextureCube,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: vec4 texelFetch(texture2DRect,ivec2); Step #5: vec4 texelFetchOffset(texture2DRect,ivec2,ivec2); Step #5: ivec2 textureSize(texture2DRect); 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: vec4 texelFetch(texture1DArray,ivec2,int); Step #5: vec4 texelFetchOffset(texture1DArray,ivec2,int,int); Step #5: ivec2 textureSize(texture1DArray,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: ivec4 texelFetch(itexture1DArray,ivec2,int); Step #5: ivec4 texelFetchOffset(itexture1DArray,ivec2,int,int); Step #5: ivec2 textureSize(itexture1DArray,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: uvec4 texelFetch(utexture1DArray,ivec2,int); Step #5: uvec4 texelFetchOffset(utexture1DArray,ivec2,int,int); Step #5: ivec2 textureSize(utexture1DArray,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: vec4 texelFetch(texture2DArray,ivec3,int); Step #5: vec4 texelFetchOffset(texture2DArray,ivec3,int,ivec2); Step #5: ivec3 textureSize(texture2DArray,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: ivec4 texelFetch(itexture2DArray,ivec3,int); Step #5: ivec4 texelFetchOffset(itexture2DArray,ivec3,int,ivec2); Step #5: ivec3 textureSize(itexture2DArray,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: uvec4 texelFetch(utexture2DArray,ivec3,int); Step #5: uvec4 texelFetchOffset(utexture2DArray,ivec3,int,ivec2); Step #5: ivec3 textureSize(utexture2DArray,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(textureCubeArray,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(itextureCubeArray,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: ivec3 textureSize(utextureCubeArray,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: 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: Step #5: Unable to parse built-ins Step #5: ERROR: 0:428: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:16: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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;in float gl_ClipDistance[];in float gl_FogFragCoord;in vec4 gl_TexCoord[];in vec4 gl_Color;in vec4 gl_SecondaryColor;flat in int gl_SampleID; in vec2 gl_SamplePosition; out int gl_SampleMask[];uniform int gl_NumSamples; 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: 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: 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: 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: 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: 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: 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: 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: 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: vec4 texture(samplerCube,vec3,float); Step #5: ivec4 texture(isamplerCube,vec3,float); Step #5: uvec4 texture(usamplerCube,vec3,float); Step #5: vec4 subpassLoad(subpassInput); Step #5: ivec4 subpassLoad(isubpassInput); Step #5: uvec4 subpassLoad(usubpassInput); Step #5: vec4 texture(sampler1DArray,vec2,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int,float); Step #5: ivec4 texture(isampler1DArray,vec2,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int,float); Step #5: uvec4 texture(usampler1DArray,vec2,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int,float); Step #5: vec4 texture(sampler2DArray,vec3,float); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2,float); Step #5: ivec4 texture(isampler2DArray,vec3,float); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2,float); Step #5: uvec4 texture(usampler2DArray,vec3,float); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2,float); Step #5: vec4 texture(samplerCubeArray,vec4,float); Step #5: ivec4 texture(isamplerCubeArray,vec4,float); Step #5: uvec4 texture(usamplerCubeArray,vec4,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: 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: float texture(samplerCubeShadow,vec4,float); Step #5: float texture(sampler1DArrayShadow,vec3,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int,float); Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: 0:275: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: vector radians(vector); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: vector degrees(vector); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: vector sin(vector); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: vector cos(vector); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: vector tan(vector); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: vector asin(vector); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: vector acos(vector); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: vector atan(vector,vector); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: vector atan(vector); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: vector pow(vector,vector); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: vector exp(vector); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: vector log(vector); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: vector exp2(vector); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: vector log2(vector); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: vector sqrt(vector); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: vector inversesqrt(vector); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: vector abs(vector); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: vector sign(vector); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: vector floor(vector); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: vector ceil(vector); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: vector fract(vector); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: vector mod(vector,vector); Step #5: vector mod(vector,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: vector min(vector,vector); Step #5: vector min(vector,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: vector max(vector,vector); Step #5: vector max(vector,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: vector clamp(vector,vector,vector); Step #5: vector clamp(vector,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: vector mix(vector,vector,vector); Step #5: vector mix(vector,vector,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: vector step(vector,vector); Step #5: vector step(float,vector); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: vector smoothstep(vector,vector,vector); Step #5: vector smoothstep(float,float,vector); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: vector normalize(vector); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: vector faceforward(vector,vector,vector); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: vector reflect(vector,vector); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: vector refract(vector,vector,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float length(vector); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float distance(vector,vector); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: float dot(vector,vector); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: vector lessThan(vector,vector); Step #5: vector lessThan(vector,vector); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: vector lessThanEqual(vector,vector); Step #5: vector lessThanEqual(vector,vector); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: vector greaterThan(vector,vector); Step #5: vector greaterThan(vector,vector); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: vector greaterThanEqual(vector,vector); Step #5: vector greaterThanEqual(vector,vector); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: vector equal(vector,vector); Step #5: vector equal(vector,vector); Step #5: vector equal(vector,vector); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: vector notEqual(vector,vector); Step #5: vector notEqual(vector,vector); Step #5: vector notEqual(vector,vector); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool any(vector); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bool all(vector); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: vector not(vector); 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: void abortEXT(); 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: 0:275: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:16: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:379: '' : 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 atomicAdd(coherent volatile nontemporal inout int,int); Step #5: uint atomicAdd(coherent volatile nontemporal inout uint,uint); Step #5: int atomicMin(coherent volatile nontemporal inout int,int); Step #5: uint atomicMin(coherent volatile nontemporal inout uint,uint); Step #5: int atomicMax(coherent volatile nontemporal inout int,int); Step #5: uint atomicMax(coherent volatile nontemporal inout uint,uint); Step #5: int atomicAnd(coherent volatile nontemporal inout int,int); Step #5: uint atomicAnd(coherent volatile nontemporal inout uint,uint); Step #5: int atomicOr(coherent volatile nontemporal inout int,int); Step #5: uint atomicOr(coherent volatile nontemporal inout uint,uint); Step #5: int atomicXor(coherent volatile nontemporal inout int,int); Step #5: uint atomicXor(coherent volatile nontemporal inout uint,uint); Step #5: int atomicExchange(coherent volatile nontemporal inout int,int); Step #5: uint atomicExchange(coherent volatile nontemporal inout uint,uint); Step #5: int atomicCompSwap(coherent volatile nontemporal inout int,int,int); Step #5: uint atomicCompSwap(coherent volatile nontemporal inout uint,uint,uint); Step #5: bool mix(bool,bool,bool); Step #5: bvec2 mix(bvec2,bvec2,bvec2); Step #5: bvec3 mix(bvec3,bvec3,bvec3); Step #5: bvec4 mix(bvec4,bvec4,bvec4); Step #5: int mix(int,int,bool); Step #5: ivec2 mix(ivec2,ivec2,bvec2); Step #5: ivec3 mix(ivec3,ivec3,bvec3); Step #5: ivec4 mix(ivec4,ivec4,bvec4); Step #5: uint mix(uint,uint,bool); Step #5: uvec2 mix(uvec2,uvec2,bvec2); Step #5: uvec3 mix(uvec3,uvec3,bvec3); Step #5: uvec4 mix(uvec4,uvec4,bvec4); Step #5: float64_t sqrt(float64_t);f64vec2 sqrt(f64vec2);f64vec3 sqrt(f64vec3);f64vec4 sqrt(f64vec4);float64_t inversesqrt(float64_t);f64vec2 inversesqrt(f64vec2);f64vec3 inversesqrt(f64vec3);f64vec4 inversesqrt(f64vec4);float64_t abs(float64_t);f64vec2 abs(f64vec2);f64vec3 abs(f64vec3);f64vec4 abs(f64vec4);float64_t sign(float64_t);f64vec2 sign(f64vec2);f64vec3 sign(f64vec3);f64vec4 sign(f64vec4);float64_t floor(float64_t);f64vec2 floor(f64vec2);f64vec3 floor(f64vec3);f64vec4 floor(f64vec4);float64_t trunc(float64_t);f64vec2 trunc(f64vec2);f64vec3 trunc(f64vec3);f64vec4 trunc(f64vec4);float64_t round(float64_t);f64vec2 round(f64vec2);f64vec3 round(f64vec3);f64vec4 round(f64vec4);float64_t roundEven(float64_t);f64vec2 roundEven(f64vec2);f64vec3 roundEven(f64vec3);f64vec4 roundEven(f64vec4);float64_t ceil(float64_t);f64vec2 ceil(f64vec2);f64vec3 ceil(f64vec3);f64vec4 ceil(f64vec4);float64_t fract(float64_t);f64vec2 fract(f64vec2);f64vec3 fract(f64vec3);f64vec4 fract(f64vec4);float64_t mod(float64_t, float64_t);f64vec2 mod(f64vec2 , float64_t);f64vec3 mod(f64vec3 , float64_t);f64vec4 mod(f64vec4 , float64_t);f64vec2 mod(f64vec2 , f64vec2);f64vec3 mod(f64vec3 , f64vec3);f64vec4 mod(f64vec4 , f64vec4);float64_t modf(float64_t, out float64_t);f64vec2 modf(f64vec2, out f64vec2);f64vec3 modf(f64vec3, out f64vec3);f64vec4 modf(f64vec4, out f64vec4);float64_t min(float64_t, float64_t);f64vec2 min(f64vec2, float64_t);f64vec3 min(f64vec3, float64_t);f64vec4 min(f64vec4, float64_t);f64vec2 min(f64vec2, f64vec2);f64vec3 min(f64vec3, f64vec3);f64vec4 min(f64vec4, f64vec4);float64_t max(float64_t, float64_t);f64vec2 max(f64vec2 , float64_t);f64vec3 max(f64vec3 , float64_t);f64vec4 max(f64vec4 , float64_t);f64vec2 max(f64vec2 , f64vec2);f64vec3 max(f64vec3 , f64vec3);f64vec4 max(f64vec4 , f64vec4);float64_t clamp(float64_t, float64_t, float64_t);f64vec2 clamp(f64vec2 , float64_t, float64_t);f64vec3 clamp(f64vec3 , float64_t, float64_t);f64vec4 clamp(f64vec4 , float64_t, float64_t);f64vec2 clamp(f64vec2 , f64vec2 , f64vec2);f64vec3 clamp(f64vec3 , f64vec3 , f64vec3);f64vec4 clamp(f64vec4 , f64vec4 , f64vec4);float64_t mix(float64_t, float64_t, float64_t);f64vec2 mix(f64vec2, f64vec2, float64_t);f64vec3 mix(f64vec3, f64vec3, float64_t);f64vec4 mix(f64vec4, f64vec4, float64_t);f64vec2 mix(f64vec2, f64vec2, f64vec2);f64vec3 mix(f64vec3, f64vec3, f64vec3);f64vec4 mix(f64vec4, f64vec4, f64vec4);float64_t mix(float64_t, float64_t, bool);f64vec2 mix(f64vec2, f64vec2, bvec2);f64vec3 mix(f64vec3, f64vec3, bvec3);f64vec4 mix(f64vec4, f64vec4, bvec4);float64_t step(float64_t, float64_t);f64vec2 step(f64vec2 , f64vec2);f64vec3 step(f64vec3 , f64vec3);f64vec4 step(f64vec4 , f64vec4);f64vec2 step(float64_t, f64vec2);f64vec3 step(float64_t, f64vec3);f64vec4 step(float64_t, f64vec4);float64_t smoothstep(float64_t, float64_t, float64_t);f64vec2 smoothstep(f64vec2 , f64vec2 , f64vec2);f64vec3 smoothstep(f64vec3 , f64vec3 , f64vec3);f64vec4 smoothstep(f64vec4 , f64vec4 , f64vec4);f64vec2 smoothstep(float64_t, float64_t, f64vec2);f64vec3 smoothstep(float64_t, float64_t, f64vec3);f64vec4 smoothstep(float64_t, float64_t, f64vec4);float64_t length(float64_t);float64_t length(f64vec2);float64_t length(f64vec3);float64_t length(f64vec4);float64_t distance(float64_t, float64_t);float64_t distance(f64vec2 , f64vec2);float64_t distance(f64vec3 , f64vec3);float64_t distance(f64vec4 , f64vec4);float64_t dot(float64_t, float64_t);float64_t dot(f64vec2 , f64vec2);float64_t dot(f64vec3 , f64vec3);float64_t dot(f64vec4 , f64vec4);f64vec3 cross(f64vec3, f64vec3);float64_t normalize(float64_t);f64vec2 normalize(f64vec2);f64vec3 normalize(f64vec3);f64vec4 normalize(f64vec4);float64_t faceforward(float64_t, float64_t, float64_t);f64vec2 faceforward(f64vec2, f64vec2, f64vec2);f64vec3 faceforward(f64vec3, f64vec3, f64vec3);f64vec4 faceforward(f64vec4, f64vec4, f64vec4);float64_t reflect(float64_t, float64_t);f64vec2 reflect(f64vec2 , f64vec2 );f64vec3 reflect(f64vec3 , f64vec3 );f64vec4 reflect(f64vec4 , f64vec4 );float64_t refract(float64_t, float64_t, float64_t);f64vec2 refract(f64vec2 , f64vec2 , float64_t);f64vec3 refract(f64vec3 , f64vec3 , float64_t);f64vec4 refract(f64vec4 , f64vec4 , float64_t);f64mat2 matrixCompMult(f64mat2, f64mat2);f64mat3 matrixCompMult(f64mat3, f64mat3);f64mat4 matrixCompMult(f64mat4, f64mat4);f64mat2x3 matrixCompMult(f64mat2x3, f64mat2x3);f64mat2x4 matrixCompMult(f64mat2x4, f64mat2x4);f64mat3x2 matrixCompMult(f64mat3x2, f64mat3x2);f64mat3x4 matrixCompMult(f64mat3x4, f64mat3x4);f64mat4x2 matrixCompMult(f64mat4x2, f64mat4x2);f64mat4x3 matrixCompMult(f64mat4x3, f64mat4x3);f64mat2 outerProduct(f64vec2, f64vec2);f64mat3 outerProduct(f64vec3, f64vec3);f64mat4 outerProduct(f64vec4, f64vec4);f64mat2x3 outerProduct(f64vec3, f64vec2);f64mat3x2 outerProduct(f64vec2, f64vec3);f64mat2x4 outerProduct(f64vec4, f64vec2);f64mat4x2 outerProduct(f64vec2, f64vec4);f64mat3x4 outerProduct(f64vec4, f64vec3);f64mat4x3 outerProduct(f64vec3, f64vec4);f64mat2 transpose(f64mat2);f64mat3 transpose(f64mat3);f64mat4 transpose(f64mat4);f64mat2x3 transpose(f64mat3x2);f64mat3x2 transpose(f64mat2x3);f64mat2x4 transpose(f64mat4x2);f64mat4x2 transpose(f64mat2x4);f64mat3x4 transpose(f64mat4x3);f64mat4x3 transpose(f64mat3x4);float64_t determinant(f64mat2);float64_t determinant(f64mat3);float64_t determinant(f64mat4);f64mat2 inverse(f64mat2);f64mat3 inverse(f64mat3);f64mat4 inverse(f64mat4); Step #5: int64_t abs(int64_t);i64vec2 abs(i64vec2);i64vec3 abs(i64vec3);i64vec4 abs(i64vec4);int64_t sign(int64_t);i64vec2 sign(i64vec2);i64vec3 sign(i64vec3);i64vec4 sign(i64vec4);int64_t min(int64_t, int64_t);i64vec2 min(i64vec2, int64_t);i64vec3 min(i64vec3, int64_t);i64vec4 min(i64vec4, int64_t);i64vec2 min(i64vec2, i64vec2);i64vec3 min(i64vec3, i64vec3);i64vec4 min(i64vec4, i64vec4);uint64_t min(uint64_t, uint64_t);u64vec2 min(u64vec2, uint64_t);u64vec3 min(u64vec3, uint64_t);u64vec4 min(u64vec4, uint64_t);u64vec2 min(u64vec2, u64vec2);u64vec3 min(u64vec3, u64vec3);u64vec4 min(u64vec4, u64vec4);int64_t max(int64_t, int64_t);i64vec2 max(i64vec2, int64_t);i64vec3 max(i64vec3, int64_t);i64vec4 max(i64vec4, int64_t);i64vec2 max(i64vec2, i64vec2);i64vec3 max(i64vec3, i64vec3);i64vec4 max(i64vec4, i64vec4);uint64_t max(uint64_t, uint64_t);u64vec2 max(u64vec2, uint64_t);u64vec3 max(u64vec3, uint64_t);u64vec4 max(u64vec4, uint64_t);u64vec2 max(u64vec2, u64vec2);u64vec3 max(u64vec3, u64vec3);u64vec4 max(u64vec4, u64vec4);int64_t clamp(int64_t, int64_t, int64_t);i64vec2 clamp(i64vec2, int64_t, int64_t);i64vec3 clamp(i64vec3, int64_t, int64_t);i64vec4 clamp(i64vec4, int64_t, int64_t);i64vec2 clamp(i64vec2, i64vec2, i64vec2);i64vec3 clamp(i64vec3, i64vec3, i64vec3);i64vec4 clamp(i64vec4, i64vec4, i64vec4);uint64_t clamp(uint64_t, uint64_t, uint64_t);u64vec2 clamp(u64vec2, uint64_t, uint64_t);u64vec3 clamp(u64vec3, uint64_t, uint64_t);u64vec4 clamp(u64vec4, uint64_t, uint64_t);u64vec2 clamp(u64vec2, u64vec2, u64vec2);u64vec3 clamp(u64vec3, u64vec3, u64vec3);u64vec4 clamp(u64vec4, u64vec4, u64vec4);int64_t mix(int64_t, int64_t, bool);i64vec2 mix(i64vec2, i64vec2, bvec2);i64vec3 mix(i64vec3, i64vec3, bvec3);i64vec4 mix(i64vec4, i64vec4, bvec4);uint64_t mix(uint64_t, uint64_t, bool);u64vec2 mix(u64vec2, u64vec2, bvec2);u64vec3 mix(u64vec3, u64vec3, bvec3);u64vec4 mix(u64vec4, u64vec4, bvec4);int64_t doubleBitsToInt64(float64_t);i64vec2 doubleBitsToInt64(f64vec2);i64vec3 doubleBitsToInt64(f64vec3);i64vec4 doubleBitsToInt64(f64vec4);uint64_t doubleBitsToUint64(float64_t);u64vec2 doubleBitsToUint64(f64vec2);u64vec3 doubleBitsToUint64(f64vec3);u64vec4 doubleBitsToUint64(f64vec4);float64_t int64BitsToDouble(int64_t);f64vec2 int64BitsToDouble(i64vec2);f64vec3 int64BitsToDouble(i64vec3);f64vec4 int64BitsToDouble(i64vec4);float64_t uint64BitsToDouble(uint64_t);f64vec2 uint64BitsToDouble(u64vec2);f64vec3 uint64BitsToDouble(u64vec3);f64vec4 uint64BitsToDouble(u64vec4);int64_t packInt2x32(ivec2);uint64_t packUint2x32(uvec2);ivec2 unpackInt2x32(int64_t);uvec2 unpackUint2x32(uint64_t);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);int64_t bitCount(int64_t);i64vec2 bitCount(i64vec2);i64vec3 bitCount(i64vec3);i64vec4 bitCount(i64vec4);int64_t bitCount(uint64_t);i64vec2 bitCount(u64vec2);i64vec3 bitCount(u64vec3);i64vec4 bitCount(u64vec4);int64_t findLSB(int64_t);i64vec2 findLSB(i64vec2);i64vec3 findLSB(i64vec3);i64vec4 findLSB(i64vec4);int64_t findLSB(uint64_t);i64vec2 findLSB(u64vec2);i64vec3 findLSB(u64vec3);i64vec4 findLSB(u64vec4);int64_t findMSB(int64_t);i64vec2 findMSB(i64vec2);i64vec3 findMSB(i64vec3);i64vec4 findMSB(i64vec4);int64_t findMSB(uint64_t);i64vec2 findMSB(u64vec2);i64vec3 findMSB(u64vec3);i64vec4 findMSB(u64vec4); Step #5: uint atomicAdd(coherent volatile nontemporal inout uint, uint, int, int, int); int atomicAdd(coherent volatile nontemporal inout int, int, int, int, int);uint atomicMin(coherent volatile nontemporal inout uint, uint, int, int, int); int atomicMin(coherent volatile nontemporal inout int, int, int, int, int);uint atomicMax(coherent volatile nontemporal inout uint, uint, int, int, int); int atomicMax(coherent volatile nontemporal inout int, int, int, int, int);uint atomicAnd(coherent volatile nontemporal inout uint, uint, int, int, int); int atomicAnd(coherent volatile nontemporal inout int, int, int, int, int);uint atomicOr (coherent volatile nontemporal inout uint, uint, int, int, int); int atomicOr (coherent volatile nontemporal inout int, int, int, int, int);uint atomicXor(coherent volatile nontemporal inout uint, uint, int, int, int); int atomicXor(coherent volatile nontemporal inout int, int, int, int, int);uint atomicExchange(coherent volatile nontemporal inout uint, uint, int, int, int); int atomicExchange(coherent volatile nontemporal inout int, int, int, int, int);uint atomicCompSwap(coherent volatile nontemporal inout uint, uint, uint, int, int, int, int, int); int atomicCompSwap(coherent volatile nontemporal inout int, int, int, int, int, int, int, int);uint atomicLoad(coherent volatile nontemporal in uint, int, int, int); int atomicLoad(coherent volatile nontemporal in int, int, int, int);void atomicStore(coherent volatile nontemporal out uint, uint, int, int, int);void atomicStore(coherent volatile nontemporal out int, int, int, int, int); 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: float64_t fma(float64_t, float64_t, float64_t);f64vec2 fma(f64vec2, f64vec2, f64vec2 );f64vec3 fma(f64vec3, f64vec3, f64vec3 );f64vec4 fma(f64vec4, f64vec4, f64vec4 ); 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: float64_t frexp(float64_t, out int);f64vec2 frexp( f64vec2, out ivec2);f64vec3 frexp( f64vec3, out ivec3);f64vec4 frexp( f64vec4, out ivec4);float64_t ldexp(float64_t, int);f64vec2 ldexp( f64vec2, ivec2);f64vec3 ldexp( f64vec3, ivec3);f64vec4 ldexp( f64vec4, ivec4); 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: highp uint packSnorm4x8(vec4);highp uint packUnorm4x8(vec4); Step #5: mediump vec4 unpackSnorm4x8(highp uint);mediump 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: 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: 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: lowp int findLSB( int);lowp ivec2 findLSB(ivec2);lowp ivec3 findLSB(ivec3);lowp ivec4 findLSB(ivec4);lowp int findLSB( uint);lowp ivec2 findLSB(uvec2);lowp ivec3 findLSB(uvec3);lowp ivec4 findLSB(uvec4); 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: lowp int bitCount( int);lowp ivec2 bitCount(ivec2);lowp ivec3 bitCount(ivec3);lowp ivec4 bitCount(ivec4);lowp int bitCount( uint);lowp ivec2 bitCount(uvec2);lowp ivec3 bitCount(uvec3);lowp ivec4 bitCount(uvec4);lowp int findMSB(highp int);lowp ivec2 findMSB(highp ivec2);lowp ivec3 findMSB(highp ivec3);lowp ivec4 findMSB(highp ivec4);lowp int findMSB(highp uint);lowp ivec2 findMSB(highp uvec2);lowp ivec3 findMSB(highp uvec3);lowp ivec4 findMSB(highp uvec4); 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: 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: bool subgroupAllEqual(vector); 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: vector subgroupBroadcast(vector, 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: vector subgroupBroadcastFirst(vector); 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: vector subgroupShuffle(vector, 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: vector subgroupShuffleXor(vector, 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: vector subgroupShuffleUp(vector, 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: vector subgroupShuffleDown(vector, 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: vector subgroupRotate(vector, 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: vector subgroupClusteredRotate(vector, 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: vector subgroupAdd(vector); 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: vector subgroupMul(vector); 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: vector subgroupMin(vector); 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: vector subgroupMax(vector); 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: vector subgroupAnd(vector); 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: vector subgroupOr(vector); 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: vector subgroupXor(vector); 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: vector subgroupInclusiveAdd(vector); 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: vector subgroupInclusiveMul(vector); 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: vector subgroupInclusiveMin(vector); 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: vector subgroupInclusiveMax(vector); 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: vector subgroupInclusiveAnd(vector); 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: vector subgroupInclusiveOr(vector); 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: vector subgroupInclusiveXor(vector); 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: vector subgroupExclusiveAdd(vector); 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: vector subgroupExclusiveMul(vector); 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: vector subgroupExclusiveMin(vector); 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: vector subgroupExclusiveMax(vector); 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: vector subgroupExclusiveAnd(vector); 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: vector subgroupExclusiveOr(vector); 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: vector subgroupExclusiveXor(vector); 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: vector subgroupClusteredAdd(vector, 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: vector subgroupClusteredMul(vector, 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: vector subgroupClusteredMin(vector, 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: vector subgroupClusteredMax(vector, 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: vector subgroupClusteredAnd(vector, 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: vector subgroupClusteredOr(vector, 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: vector subgroupClusteredXor(vector, 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: vector subgroupQuadBroadcast(vector, 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: vector subgroupQuadSwapHorizontal(vector); 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: vector subgroupQuadSwapVertical(vector); 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: vector subgroupQuadSwapDiagonal(vector); 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: uvec4 subgroupPartitionNV(vector); 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: vector subgroupPartitionedAddNV(vector, 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: vector subgroupPartitionedMulNV(vector, 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: vector subgroupPartitionedMinNV(vector, 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: vector subgroupPartitionedMaxNV(vector, 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: vector subgroupPartitionedAndNV(vector, 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: vector subgroupPartitionedOrNV(vector, 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: vector subgroupPartitionedXorNV(vector, 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: vector subgroupPartitionedInclusiveAddNV(vector, 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: vector subgroupPartitionedInclusiveMulNV(vector, 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: vector subgroupPartitionedInclusiveMinNV(vector, 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: vector subgroupPartitionedInclusiveMaxNV(vector, 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: vector subgroupPartitionedInclusiveAndNV(vector, 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: vector subgroupPartitionedInclusiveOrNV(vector, 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: vector subgroupPartitionedInclusiveXorNV(vector, 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: vector subgroupPartitionedExclusiveAddNV(vector, 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: vector subgroupPartitionedExclusiveMulNV(vector, 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: vector subgroupPartitionedExclusiveMinNV(vector, 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: vector subgroupPartitionedExclusiveMaxNV(vector, 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: vector subgroupPartitionedExclusiveAndNV(vector, 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: vector subgroupPartitionedExclusiveOrNV(vector, 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: vector subgroupPartitionedExclusiveXorNV(vector, 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: struct gl_TextureFootprint2DNV {uvec2 anchor;uvec2 offset;uvec2 mask;uint lod;uint granularity;};struct gl_TextureFootprint3DNV {uvec3 anchor;uvec3 offset;uvec2 mask;uint lod;uint granularity;};bool textureFootprintNV(sampler2D, vec2, int, bool, out gl_TextureFootprint2DNV);bool textureFootprintNV(sampler3D, vec3, int, bool, out gl_TextureFootprint3DNV);bool textureFootprintNV(sampler2D, vec2, int, bool, out gl_TextureFootprint2DNV, float);bool textureFootprintNV(sampler3D, vec3, int, bool, out gl_TextureFootprint3DNV, float);bool textureFootprintClampNV(sampler2D, vec2, float, int, bool, out gl_TextureFootprint2DNV);bool textureFootprintClampNV(sampler3D, vec3, float, int, bool, out gl_TextureFootprint3DNV);bool textureFootprintClampNV(sampler2D, vec2, float, int, bool, out gl_TextureFootprint2DNV, float);bool textureFootprintClampNV(sampler3D, vec3, float, int, bool, out gl_TextureFootprint3DNV, float);bool textureFootprintLodNV(sampler2D, vec2, float, int, bool, out gl_TextureFootprint2DNV);bool textureFootprintLodNV(sampler3D, vec3, float, int, bool, out gl_TextureFootprint3DNV);bool textureFootprintGradNV(sampler2D, vec2, vec2, vec2, int, bool, out gl_TextureFootprint2DNV);bool textureFootprintGradClampNV(sampler2D, vec2, vec2, vec2, float, int, bool, out gl_TextureFootprint2DNV); Step #5: float16_t radians(float16_t);f16vec2 radians(f16vec2);f16vec3 radians(f16vec3);f16vec4 radians(f16vec4);float16_t degrees(float16_t);f16vec2 degrees(f16vec2);f16vec3 degrees(f16vec3);f16vec4 degrees(f16vec4);float16_t sin(float16_t);f16vec2 sin(f16vec2);f16vec3 sin(f16vec3);f16vec4 sin(f16vec4);float16_t cos(float16_t);f16vec2 cos(f16vec2);f16vec3 cos(f16vec3);f16vec4 cos(f16vec4);float16_t tan(float16_t);f16vec2 tan(f16vec2);f16vec3 tan(f16vec3);f16vec4 tan(f16vec4);float16_t asin(float16_t);f16vec2 asin(f16vec2);f16vec3 asin(f16vec3);f16vec4 asin(f16vec4);float16_t acos(float16_t);f16vec2 acos(f16vec2);f16vec3 acos(f16vec3);f16vec4 acos(f16vec4);float16_t atan(float16_t, float16_t);f16vec2 atan(f16vec2, f16vec2);f16vec3 atan(f16vec3, f16vec3);f16vec4 atan(f16vec4, f16vec4);float16_t atan(float16_t);f16vec2 atan(f16vec2);f16vec3 atan(f16vec3);f16vec4 atan(f16vec4);float16_t sinh(float16_t);f16vec2 sinh(f16vec2);f16vec3 sinh(f16vec3);f16vec4 sinh(f16vec4);float16_t cosh(float16_t);f16vec2 cosh(f16vec2);f16vec3 cosh(f16vec3);f16vec4 cosh(f16vec4);float16_t tanh(float16_t);f16vec2 tanh(f16vec2);f16vec3 tanh(f16vec3);f16vec4 tanh(f16vec4);float16_t asinh(float16_t);f16vec2 asinh(f16vec2);f16vec3 asinh(f16vec3);f16vec4 asinh(f16vec4);float16_t acosh(float16_t);f16vec2 acosh(f16vec2);f16vec3 acosh(f16vec3);f16vec4 acosh(f16vec4);float16_t atanh(float16_t);f16vec2 atanh(f16vec2);f16vec3 atanh(f16vec3);f16vec4 atanh(f16vec4);float16_t pow(float16_t, float16_t);f16vec2 pow(f16vec2, f16vec2);f16vec3 pow(f16vec3, f16vec3);f16vec4 pow(f16vec4, f16vec4);float16_t exp(float16_t);f16vec2 exp(f16vec2);f16vec3 exp(f16vec3);f16vec4 exp(f16vec4);float16_t log(float16_t);f16vec2 log(f16vec2);f16vec3 log(f16vec3);f16vec4 log(f16vec4);float16_t exp2(float16_t);f16vec2 exp2(f16vec2);f16vec3 exp2(f16vec3);f16vec4 exp2(f16vec4);float16_t log2(float16_t);f16vec2 log2(f16vec2);f16vec3 log2(f16vec3);f16vec4 log2(f16vec4);float16_t sqrt(float16_t);f16vec2 sqrt(f16vec2);f16vec3 sqrt(f16vec3);f16vec4 sqrt(f16vec4);float16_t inversesqrt(float16_t);f16vec2 inversesqrt(f16vec2);f16vec3 inversesqrt(f16vec3);f16vec4 inversesqrt(f16vec4);float16_t abs(float16_t);f16vec2 abs(f16vec2);f16vec3 abs(f16vec3);f16vec4 abs(f16vec4);float16_t sign(float16_t);f16vec2 sign(f16vec2);f16vec3 sign(f16vec3);f16vec4 sign(f16vec4);float16_t floor(float16_t);f16vec2 floor(f16vec2);f16vec3 floor(f16vec3);f16vec4 floor(f16vec4);float16_t trunc(float16_t);f16vec2 trunc(f16vec2);f16vec3 trunc(f16vec3);f16vec4 trunc(f16vec4);float16_t round(float16_t);f16vec2 round(f16vec2);f16vec3 round(f16vec3);f16vec4 round(f16vec4);float16_t roundEven(float16_t);f16vec2 roundEven(f16vec2);f16vec3 roundEven(f16vec3);f16vec4 roundEven(f16vec4);float16_t ceil(float16_t);f16vec2 ceil(f16vec2);f16vec3 ceil(f16vec3);f16vec4 ceil(f16vec4);float16_t fract(float16_t);f16vec2 fract(f16vec2);f16vec3 fract(f16vec3);f16vec4 fract(f16vec4);float16_t mod(float16_t, float16_t);f16vec2 mod(f16vec2, float16_t);f16vec3 mod(f16vec3, float16_t);f16vec4 mod(f16vec4, float16_t);f16vec2 mod(f16vec2, f16vec2);f16vec3 mod(f16vec3, f16vec3);f16vec4 mod(f16vec4, f16vec4);float16_t modf(float16_t, out float16_t);f16vec2 modf(f16vec2, out f16vec2);f16vec3 modf(f16vec3, out f16vec3);f16vec4 modf(f16vec4, out f16vec4);float16_t min(float16_t, float16_t);f16vec2 min(f16vec2, float16_t);f16vec3 min(f16vec3, float16_t);f16vec4 min(f16vec4, float16_t);f16vec2 min(f16vec2, f16vec2);f16vec3 min(f16vec3, f16vec3);f16vec4 min(f16vec4, f16vec4);float16_t max(float16_t, float16_t);f16vec2 max(f16vec2, float16_t);f16vec3 max(f16vec3, float16_t);f16vec4 max(f16vec4, float16_t);f16vec2 max(f16vec2, f16vec2);f16vec3 max(f16vec3, f16vec3);f16vec4 max(f16vec4, f16vec4);float16_t clamp(float16_t, float16_t, float16_t);f16vec2 clamp(f16vec2, float16_t, float16_t);f16vec3 clamp(f16vec3, float16_t, float16_t);f16vec4 clamp(f16vec4, float16_t, float16_t);f16vec2 clamp(f16vec2, f16vec2, f16vec2);f16vec3 clamp(f16vec3, f16vec3, f16vec3);f16vec4 clamp(f16vec4, f16vec4, f16vec4);float16_t mix(float16_t, float16_t, float16_t);f16vec2 mix(f16vec2, f16vec2, float16_t);f16vec3 mix(f16vec3, f16vec3, float16_t);f16vec4 mix(f16vec4, f16vec4, float16_t);f16vec2 mix(f16vec2, f16vec2, f16vec2);f16vec3 mix(f16vec3, f16vec3, f16vec3);f16vec4 mix(f16vec4, f16vec4, f16vec4);float16_t mix(float16_t, float16_t, bool);f16vec2 mix(f16vec2, f16vec2, bvec2);f16vec3 mix(f16vec3, f16vec3, bvec3);f16vec4 mix(f16vec4, f16vec4, bvec4);float16_t step(float16_t, float16_t);f16vec2 step(f16vec2, f16vec2);f16vec3 step(f16vec3, f16vec3);f16vec4 step(f16vec4, f16vec4);f16vec2 step(float16_t, f16vec2);f16vec3 step(float16_t, f16vec3);f16vec4 step(float16_t, f16vec4);float16_t smoothstep(float16_t, float16_t, float16_t);f16vec2 smoothstep(f16vec2, f16vec2, f16vec2);f16vec3 smoothstep(f16vec3, f16vec3, f16vec3);f16vec4 smoothstep(f16vec4, f16vec4, f16vec4);f16vec2 smoothstep(float16_t, float16_t, f16vec2);f16vec3 smoothstep(float16_t, float16_t, f16vec3);f16vec4 smoothstep(float16_t, float16_t, f16vec4);bool isnan(float16_t);bvec2 isnan(f16vec2);bvec3 isnan(f16vec3);bvec4 isnan(f16vec4);bool isinf(float16_t);bvec2 isinf(f16vec2);bvec3 isinf(f16vec3);bvec4 isinf(f16vec4);float16_t fma(float16_t, float16_t, float16_t);f16vec2 fma(f16vec2, f16vec2, f16vec2);f16vec3 fma(f16vec3, f16vec3, f16vec3);f16vec4 fma(f16vec4, f16vec4, f16vec4);float16_t frexp(float16_t, out int);f16vec2 frexp(f16vec2, out ivec2);f16vec3 frexp(f16vec3, out ivec3);f16vec4 frexp(f16vec4, out ivec4);float16_t ldexp(float16_t, in int);f16vec2 ldexp(f16vec2, in ivec2);f16vec3 ldexp(f16vec3, in ivec3);f16vec4 ldexp(f16vec4, in ivec4);uint packFloat2x16(f16vec2);f16vec2 unpackFloat2x16(uint);float16_t length(float16_t);float16_t length(f16vec2);float16_t length(f16vec3);float16_t length(f16vec4);float16_t distance(float16_t, float16_t);float16_t distance(f16vec2, f16vec2);float16_t distance(f16vec3, f16vec3);float16_t distance(f16vec4, f16vec4);float16_t dot(float16_t, float16_t);float16_t dot(f16vec2, f16vec2);float16_t dot(f16vec3, f16vec3);float16_t dot(f16vec4, f16vec4);f16vec3 cross(f16vec3, f16vec3);float16_t normalize(float16_t);f16vec2 normalize(f16vec2);f16vec3 normalize(f16vec3);f16vec4 normalize(f16vec4);float16_t faceforward(float16_t, float16_t, float16_t);f16vec2 faceforward(f16vec2, f16vec2, f16vec2);f16vec3 faceforward(f16vec3, f16vec3, f16vec3);f16vec4 faceforward(f16vec4, f16vec4, f16vec4);float16_t reflect(float16_t, float16_t);f16vec2 reflect(f16vec2, f16vec2);f16vec3 reflect(f16vec3, f16vec3);f16vec4 reflect(f16vec4, f16vec4);float16_t refract(float16_t, float16_t, float16_t);f16vec2 refract(f16vec2, f16vec2, float16_t);f16vec3 refract(f16vec3, f16vec3, float16_t);f16vec4 refract(f16vec4, f16vec4, float16_t);f16mat2 matrixCompMult(f16mat2, f16mat2);f16mat3 matrixCompMult(f16mat3, f16mat3);f16mat4 matrixCompMult(f16mat4, f16mat4);f16mat2x3 matrixCompMult(f16mat2x3, f16mat2x3);f16mat2x4 matrixCompMult(f16mat2x4, f16mat2x4);f16mat3x2 matrixCompMult(f16mat3x2, f16mat3x2);f16mat3x4 matrixCompMult(f16mat3x4, f16mat3x4);f16mat4x2 matrixCompMult(f16mat4x2, f16mat4x2);f16mat4x3 matrixCompMult(f16mat4x3, f16mat4x3);f16mat2 outerProduct(f16vec2, f16vec2);f16mat3 outerProduct(f16vec3, f16vec3);f16mat4 outerProduct(f16vec4, f16vec4);f16mat2x3 outerProduct(f16vec3, f16vec2);f16mat3x2 outerProduct(f16vec2, f16vec3);f16mat2x4 outerProduct(f16vec4, f16vec2);f16mat4x2 outerProduct(f16vec2, f16vec4);f16mat3x4 outerProduct(f16vec4, f16vec3);f16mat4x3 outerProduct(f16vec3, f16vec4);f16mat2 transpose(f16mat2);f16mat3 transpose(f16mat3);f16mat4 transpose(f16mat4);f16mat2x3 transpose(f16mat3x2);f16mat3x2 transpose(f16mat2x3);f16mat2x4 transpose(f16mat4x2);f16mat4x2 transpose(f16mat2x4);f16mat3x4 transpose(f16mat4x3);f16mat4x3 transpose(f16mat3x4);float16_t determinant(f16mat2);float16_t determinant(f16mat3);float16_t determinant(f16mat4);f16mat2 inverse(f16mat2);f16mat3 inverse(f16mat3);f16mat4 inverse(f16mat4);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);bfloat16_t dot(bfloat16_t, bfloat16_t);bfloat16_t dot(bf16vec2, bf16vec2);bfloat16_t dot(bf16vec3, bf16vec3);bfloat16_t dot(bf16vec4, bf16vec4);int16_t bfloat16BitsToIntEXT(bfloat16_t value);i16vec2 bfloat16BitsToIntEXT(bf16vec2 value);i16vec3 bfloat16BitsToIntEXT(bf16vec3 value);i16vec4 bfloat16BitsToIntEXT(bf16vec4 value);uint16_t bfloat16BitsToUintEXT(bfloat16_t value);u16vec2 bfloat16BitsToUintEXT(bf16vec2 value);u16vec3 bfloat16BitsToUintEXT(bf16vec3 value);u16vec4 bfloat16BitsToUintEXT(bf16vec4 value);bfloat16_t intBitsToBFloat16EXT(int16_t value);bf16vec2 intBitsToBFloat16EXT(i16vec2 value);bf16vec3 intBitsToBFloat16EXT(i16vec3 value);bf16vec4 intBitsToBFloat16EXT(i16vec4 value);bfloat16_t uintBitsToBFloat16EXT(uint16_t value);bf16vec2 uintBitsToBFloat16EXT(u16vec2 value);bf16vec3 uintBitsToBFloat16EXT(u16vec3 value);bf16vec4 uintBitsToBFloat16EXT(u16vec4 value);int8_t floate5m2BitsToIntEXT(floate5m2_t value);i8vec2 floate5m2BitsToIntEXT(fe5m2vec2 value);i8vec3 floate5m2BitsToIntEXT(fe5m2vec3 value);i8vec4 floate5m2BitsToIntEXT(fe5m2vec4 value);uint8_t floate5m2BitsToUintEXT(floate5m2_t value);u8vec2 floate5m2BitsToUintEXT(fe5m2vec2 value);u8vec3 floate5m2BitsToUintEXT(fe5m2vec3 value);u8vec4 floate5m2BitsToUintEXT(fe5m2vec4 value);floate5m2_t intBitsToFloate5m2EXT(int8_t value);fe5m2vec2 intBitsToFloate5m2EXT(i8vec2 value);fe5m2vec3 intBitsToFloate5m2EXT(i8vec3 value);fe5m2vec4 intBitsToFloate5m2EXT(i8vec4 value);floate5m2_t uintBitsToFloate5m2EXT(uint8_t value);fe5m2vec2 uintBitsToFloate5m2EXT(u8vec2 value);fe5m2vec3 uintBitsToFloate5m2EXT(u8vec3 value);fe5m2vec4 uintBitsToFloate5m2EXT(u8vec4 value);int8_t floate4m3BitsToIntEXT(floate4m3_t value);i8vec2 floate4m3BitsToIntEXT(fe4m3vec2 value);i8vec3 floate4m3BitsToIntEXT(fe4m3vec3 value);i8vec4 floate4m3BitsToIntEXT(fe4m3vec4 value);uint8_t floate4m3BitsToUintEXT(floate4m3_t value);u8vec2 floate4m3BitsToUintEXT(fe4m3vec2 value);u8vec3 floate4m3BitsToUintEXT(fe4m3vec3 value);u8vec4 floate4m3BitsToUintEXT(fe4m3vec4 value);floate4m3_t intBitsToFloate4m3EXT(int8_t value);fe4m3vec2 intBitsToFloate4m3EXT(i8vec2 value);fe4m3vec3 intBitsToFloate4m3EXT(i8vec3 value);fe4m3vec4 intBitsToFloate4m3EXT(i8vec4 value);floate4m3_t uintBitsToFloate4m3EXT(uint8_t value);fe4m3vec2 uintBitsToFloate4m3EXT(u8vec2 value);fe4m3vec3 uintBitsToFloate4m3EXT(u8vec3 value);fe4m3vec4 uintBitsToFloate4m3EXT(u8vec4 value);void saturatedConvertEXT();int8_t floatue8m0BitsToIntEXT(floatue8m0_t value);i8vec2 floatue8m0BitsToIntEXT(fue8m0vec2 value);i8vec3 floatue8m0BitsToIntEXT(fue8m0vec3 value);i8vec4 floatue8m0BitsToIntEXT(fue8m0vec4 value);uint8_t floatue8m0BitsToUintEXT(floatue8m0_t value);u8vec2 floatue8m0BitsToUintEXT(fue8m0vec2 value);u8vec3 floatue8m0BitsToUintEXT(fue8m0vec3 value);u8vec4 floatue8m0BitsToUintEXT(fue8m0vec4 value);floatue8m0_t intBitsToFloatue8m0EXT(int8_t value);fue8m0vec2 intBitsToFloatue8m0EXT(i8vec2 value);fue8m0vec3 intBitsToFloatue8m0EXT(i8vec3 value);fue8m0vec4 intBitsToFloatue8m0EXT(i8vec4 value);floatue8m0_t uintBitsToFloatue8m0EXT(uint8_t value);fue8m0vec2 uintBitsToFloatue8m0EXT(u8vec2 value);fue8m0vec3 uintBitsToFloatue8m0EXT(u8vec3 value);fue8m0vec4 uintBitsToFloatue8m0EXT(u8vec4 value);int8_t floatmxint8BitsToIntEXT(floatmxint8_t value);i8vec2 floatmxint8BitsToIntEXT(fmxint8vec2 value);i8vec3 floatmxint8BitsToIntEXT(fmxint8vec3 value);i8vec4 floatmxint8BitsToIntEXT(fmxint8vec4 value);uint8_t floatmxint8BitsToUintEXT(floatmxint8_t value);u8vec2 floatmxint8BitsToUintEXT(fmxint8vec2 value);u8vec3 floatmxint8BitsToUintEXT(fmxint8vec3 value);u8vec4 floatmxint8BitsToUintEXT(fmxint8vec4 value);floatmxint8_t intBitsToFloatmxint8EXT(int8_t value);fmxint8vec2 intBitsToFloatmxint8EXT(i8vec2 value);fmxint8vec3 intBitsToFloatmxint8EXT(i8vec3 value);fmxint8vec4 intBitsToFloatmxint8EXT(i8vec4 value);floatmxint8_t uintBitsToFloatmxint8EXT(uint8_t value);fmxint8vec2 uintBitsToFloatmxint8EXT(u8vec2 value);fmxint8vec3 uintBitsToFloatmxint8EXT(u8vec3 value);fmxint8vec4 uintBitsToFloatmxint8EXT(u8vec4 value);fe2m1vec2 unpackFloat2xfe2m1EXT(uint8_t value);fe2m1vec4 unpackFloat4xfe2m1EXT(uint16_t value);vector unpackFloat8xfe2m1EXT(uint32_t value);vector unpackFloat16xfe2m1EXT(u32vec2 value);uint8_t packFloat2xfe2m1EXT(fe2m1vec2 value);uint16_t packFloat4xfe2m1EXT(fe2m1vec4 value);uint32_t packFloat8xfe2m1EXT(vector value);u32vec2 packFloat16xfe2m1EXT(vector value);fe3m2vec4 unpackFloat4xfe3m2EXT(u8vec3 value);vector unpackFloat8xfe3m2EXT(u16vec3 value);vector unpackFloat16xfe3m2EXT(u32vec3 value);u8vec3 packFloat4xfe3m2EXT(fe3m2vec4 value);u16vec3 packFloat8xfe3m2EXT(vector value);u32vec3 packFloat16xfe3m2EXT(vector value);fe2m3vec4 unpackFloat4xfe2m3EXT(u8vec3 value);vector unpackFloat8xfe2m3EXT(u16vec3 value);vector unpackFloat16xfe2m3EXT(u32vec3 value);u8vec3 packFloat4xfe2m3EXT(fe2m3vec4 value);u16vec3 packFloat8xfe2m3EXT(vector value);u32vec3 packFloat16xfe2m3EXT(vector value);floate2m1_t bitcastExtractfe2m1EXT(uint8_t, uint);fe2m1vec2 bitcastExtractfe2m1EXT(u8vec2, uint);fe2m1vec3 bitcastExtractfe2m1EXT(u8vec3, uint);fe2m1vec4 bitcastExtractfe2m1EXT(u8vec4, uint);floate3m2_t bitcastExtractfe3m2EXT(uint8_t, uint);fe3m2vec2 bitcastExtractfe3m2EXT(u8vec2, uint);fe3m2vec3 bitcastExtractfe3m2EXT(u8vec3, uint);fe3m2vec4 bitcastExtractfe3m2EXT(u8vec4, uint);floate2m3_t bitcastExtractfe2m3EXT(uint8_t, uint);fe2m3vec2 bitcastExtractfe2m3EXT(u8vec2, uint);fe2m3vec3 bitcastExtractfe2m3EXT(u8vec3, uint);fe2m3vec4 bitcastExtractfe2m3EXT(u8vec4, uint); Step #5: int8_t abs(int8_t);i8vec2 abs(i8vec2);i8vec3 abs(i8vec3);i8vec4 abs(i8vec4);int8_t sign(int8_t);i8vec2 sign(i8vec2);i8vec3 sign(i8vec3);i8vec4 sign(i8vec4);int8_t min(int8_t x, int8_t y);i8vec2 min(i8vec2 x, int8_t y);i8vec3 min(i8vec3 x, int8_t y);i8vec4 min(i8vec4 x, int8_t y);i8vec2 min(i8vec2 x, i8vec2 y);i8vec3 min(i8vec3 x, i8vec3 y);i8vec4 min(i8vec4 x, i8vec4 y);uint8_t min(uint8_t x, uint8_t y);u8vec2 min(u8vec2 x, uint8_t y);u8vec3 min(u8vec3 x, uint8_t y);u8vec4 min(u8vec4 x, uint8_t y);u8vec2 min(u8vec2 x, u8vec2 y);u8vec3 min(u8vec3 x, u8vec3 y);u8vec4 min(u8vec4 x, u8vec4 y);int8_t max(int8_t x, int8_t y);i8vec2 max(i8vec2 x, int8_t y);i8vec3 max(i8vec3 x, int8_t y);i8vec4 max(i8vec4 x, int8_t y);i8vec2 max(i8vec2 x, i8vec2 y);i8vec3 max(i8vec3 x, i8vec3 y);i8vec4 max(i8vec4 x, i8vec4 y);uint8_t max(uint8_t x, uint8_t y);u8vec2 max(u8vec2 x, uint8_t y);u8vec3 max(u8vec3 x, uint8_t y);u8vec4 max(u8vec4 x, uint8_t y);u8vec2 max(u8vec2 x, u8vec2 y);u8vec3 max(u8vec3 x, u8vec3 y);u8vec4 max(u8vec4 x, u8vec4 y);int8_t clamp(int8_t x, int8_t minVal, int8_t maxVal);i8vec2 clamp(i8vec2 x, int8_t minVal, int8_t maxVal);i8vec3 clamp(i8vec3 x, int8_t minVal, int8_t maxVal);i8vec4 clamp(i8vec4 x, int8_t minVal, int8_t maxVal);i8vec2 clamp(i8vec2 x, i8vec2 minVal, i8vec2 maxVal);i8vec3 clamp(i8vec3 x, i8vec3 minVal, i8vec3 maxVal);i8vec4 clamp(i8vec4 x, i8vec4 minVal, i8vec4 maxVal);uint8_t clamp(uint8_t x, uint8_t minVal, uint8_t maxVal);u8vec2 clamp(u8vec2 x, uint8_t minVal, uint8_t maxVal);u8vec3 clamp(u8vec3 x, uint8_t minVal, uint8_t maxVal);u8vec4 clamp(u8vec4 x, uint8_t minVal, uint8_t maxVal);u8vec2 clamp(u8vec2 x, u8vec2 minVal, u8vec2 maxVal);u8vec3 clamp(u8vec3 x, u8vec3 minVal, u8vec3 maxVal);u8vec4 clamp(u8vec4 x, u8vec4 minVal, u8vec4 maxVal);int8_t mix(int8_t, int8_t, bool);i8vec2 mix(i8vec2, i8vec2, bvec2);i8vec3 mix(i8vec3, i8vec3, bvec3);i8vec4 mix(i8vec4, i8vec4, bvec4);uint8_t mix(uint8_t, uint8_t, bool);u8vec2 mix(u8vec2, u8vec2, bvec2);u8vec3 mix(u8vec3, u8vec3, bvec3);u8vec4 mix(u8vec4, u8vec4, bvec4);bvec2 lessThan(i8vec2, i8vec2);bvec3 lessThan(i8vec3, i8vec3);bvec4 lessThan(i8vec4, i8vec4);bvec2 lessThan(u8vec2, u8vec2);bvec3 lessThan(u8vec3, u8vec3);bvec4 lessThan(u8vec4, u8vec4);bvec2 lessThanEqual(i8vec2, i8vec2);bvec3 lessThanEqual(i8vec3, i8vec3);bvec4 lessThanEqual(i8vec4, i8vec4);bvec2 lessThanEqual(u8vec2, u8vec2);bvec3 lessThanEqual(u8vec3, u8vec3);bvec4 lessThanEqual(u8vec4, u8vec4);bvec2 greaterThan(i8vec2, i8vec2);bvec3 greaterThan(i8vec3, i8vec3);bvec4 greaterThan(i8vec4, i8vec4);bvec2 greaterThan(u8vec2, u8vec2);bvec3 greaterThan(u8vec3, u8vec3);bvec4 greaterThan(u8vec4, u8vec4);bvec2 greaterThanEqual(i8vec2, i8vec2);bvec3 greaterThanEqual(i8vec3, i8vec3);bvec4 greaterThanEqual(i8vec4, i8vec4);bvec2 greaterThanEqual(u8vec2, u8vec2);bvec3 greaterThanEqual(u8vec3, u8vec3);bvec4 greaterThanEqual(u8vec4, u8vec4);bvec2 equal(i8vec2, i8vec2);bvec3 equal(i8vec3, i8vec3);bvec4 equal(i8vec4, i8vec4);bvec2 equal(u8vec2, u8vec2);bvec3 equal(u8vec3, u8vec3);bvec4 equal(u8vec4, u8vec4);bvec2 notEqual(i8vec2, i8vec2);bvec3 notEqual(i8vec3, i8vec3);bvec4 notEqual(i8vec4, i8vec4);bvec2 notEqual(u8vec2, u8vec2);bvec3 notEqual(u8vec3, u8vec3);bvec4 notEqual(u8vec4, u8vec4); int8_t bitfieldExtract( int8_t, int8_t, int8_t);i8vec2 bitfieldExtract(i8vec2, int8_t, int8_t);i8vec3 bitfieldExtract(i8vec3, int8_t, int8_t);i8vec4 bitfieldExtract(i8vec4, int8_t, int8_t); uint8_t bitfieldExtract( uint8_t, int8_t, int8_t);u8vec2 bitfieldExtract(u8vec2, int8_t, int8_t);u8vec3 bitfieldExtract(u8vec3, int8_t, int8_t);u8vec4 bitfieldExtract(u8vec4, int8_t, int8_t); int8_t bitfieldInsert( int8_t base, int8_t, int8_t, int8_t);i8vec2 bitfieldInsert(i8vec2 base, i8vec2, int8_t, int8_t);i8vec3 bitfieldInsert(i8vec3 base, i8vec3, int8_t, int8_t);i8vec4 bitfieldInsert(i8vec4 base, i8vec4, int8_t, int8_t); uint8_t bitfieldInsert( uint8_t base, uint8_t, int8_t, int8_t);u8vec2 bitfieldInsert(u8vec2 base, u8vec2, int8_t, int8_t);u8vec3 bitfieldInsert(u8vec3 base, u8vec3, int8_t, int8_t);u8vec4 bitfieldInsert(u8vec4 base, u8vec4, int8_t, int8_t); int8_t bitCount( int8_t);i8vec2 bitCount(i8vec2);i8vec3 bitCount(i8vec3);i8vec4 bitCount(i8vec4); int8_t bitCount( uint8_t);i8vec2 bitCount(u8vec2);i8vec3 bitCount(u8vec3);i8vec4 bitCount(u8vec4);int8_t bitfieldReverse(highp int8_t);i8vec2 bitfieldReverse(highp i8vec2);i8vec3 bitfieldReverse(highp i8vec3);i8vec4 bitfieldReverse(highp i8vec4);uint8_t bitfieldReverse(highp uint8_t);u8vec2 bitfieldReverse(highp u8vec2);u8vec3 bitfieldReverse(highp u8vec3);u8vec4 bitfieldReverse(highp u8vec4); int8_t findLSB( int8_t);i8vec2 findLSB(i8vec2);i8vec3 findLSB(i8vec3);i8vec4 findLSB(i8vec4); int8_t findLSB( uint8_t);i8vec2 findLSB(u8vec2);i8vec3 findLSB(u8vec3);i8vec4 findLSB(u8vec4); int8_t findMSB( int8_t);i8vec2 findMSB(i8vec2);i8vec3 findMSB(i8vec3);i8vec4 findMSB(i8vec4); int8_t findMSB( uint8_t);i8vec2 findMSB(u8vec2);i8vec3 findMSB(u8vec3);i8vec4 findMSB(u8vec4);int16_t abs(int16_t);i16vec2 abs(i16vec2);i16vec3 abs(i16vec3);i16vec4 abs(i16vec4);int16_t sign(int16_t);i16vec2 sign(i16vec2);i16vec3 sign(i16vec3);i16vec4 sign(i16vec4);int16_t min(int16_t x, int16_t y);i16vec2 min(i16vec2 x, int16_t y);i16vec3 min(i16vec3 x, int16_t y);i16vec4 min(i16vec4 x, int16_t y);i16vec2 min(i16vec2 x, i16vec2 y);i16vec3 min(i16vec3 x, i16vec3 y);i16vec4 min(i16vec4 x, i16vec4 y);uint16_t min(uint16_t x, uint16_t y);u16vec2 min(u16vec2 x, uint16_t y);u16vec3 min(u16vec3 x, uint16_t y);u16vec4 min(u16vec4 x, uint16_t y);u16vec2 min(u16vec2 x, u16vec2 y);u16vec3 min(u16vec3 x, u16vec3 y);u16vec4 min(u16vec4 x, u16vec4 y);int16_t max(int16_t x, int16_t y);i16vec2 max(i16vec2 x, int16_t y);i16vec3 max(i16vec3 x, int16_t y);i16vec4 max(i16vec4 x, int16_t y);i16vec2 max(i16vec2 x, i16vec2 y);i16vec3 max(i16vec3 x, i16vec3 y);i16vec4 max(i16vec4 x, i16vec4 y);uint16_t max(uint16_t x, uint16_t y);u16vec2 max(u16vec2 x, uint16_t y);u16vec3 max(u16vec3 x, uint16_t y);u16vec4 max(u16vec4 x, uint16_t y);u16vec2 max(u16vec2 x, u16vec2 y);u16vec3 max(u16vec3 x, u16vec3 y);u16vec4 max(u16vec4 x, u16vec4 y);int16_t clamp(int16_t x, int16_t minVal, int16_t maxVal);i16vec2 clamp(i16vec2 x, int16_t minVal, int16_t maxVal);i16vec3 clamp(i16vec3 x, int16_t minVal, int16_t maxVal);i16vec4 clamp(i16vec4 x, int16_t minVal, int16_t maxVal);i16vec2 clamp(i16vec2 x, i16vec2 minVal, i16vec2 maxVal);i16vec3 clamp(i16vec3 x, i16vec3 minVal, i16vec3 maxVal);i16vec4 clamp(i16vec4 x, i16vec4 minVal, i16vec4 maxVal);uint16_t clamp(uint16_t x, uint16_t minVal, uint16_t maxVal);u16vec2 clamp(u16vec2 x, uint16_t minVal, uint16_t maxVal);u16vec3 clamp(u16vec3 x, uint16_t minVal, uint16_t maxVal);u16vec4 clamp(u16vec4 x, uint16_t minVal, uint16_t maxVal);u16vec2 clamp(u16vec2 x, u16vec2 minVal, u16vec2 maxVal);u16vec3 clamp(u16vec3 x, u16vec3 minVal, u16vec3 maxVal);u16vec4 clamp(u16vec4 x, u16vec4 minVal, u16vec4 maxVal);int16_t mix(int16_t, int16_t, bool);i16vec2 mix(i16vec2, i16vec2, bvec2);i16vec3 mix(i16vec3, i16vec3, bvec3);i16vec4 mix(i16vec4, i16vec4, bvec4);uint16_t mix(uint16_t, uint16_t, bool);u16vec2 mix(u16vec2, u16vec2, bvec2);u16vec3 mix(u16vec3, u16vec3, bvec3);u16vec4 mix(u16vec4, u16vec4, bvec4);float16_t frexp(float16_t, out int16_t);f16vec2 frexp(f16vec2, out i16vec2);f16vec3 frexp(f16vec3, out i16vec3);f16vec4 frexp(f16vec4, out i16vec4);float16_t ldexp(float16_t, int16_t);f16vec2 ldexp(f16vec2, i16vec2);f16vec3 ldexp(f16vec3, i16vec3);f16vec4 ldexp(f16vec4, i16vec4);int16_t halfBitsToInt16(float16_t);i16vec2 halfBitsToInt16(f16vec2);i16vec3 halhBitsToInt16(f16vec3);i16vec4 halfBitsToInt16(f16vec4);uint16_t halfBitsToUint16(float16_t);u16vec2 halfBitsToUint16(f16vec2);u16vec3 halfBitsToUint16(f16vec3);u16vec4 halfBitsToUint16(f16vec4);int16_t float16BitsToInt16(float16_t);i16vec2 float16BitsToInt16(f16vec2);i16vec3 float16BitsToInt16(f16vec3);i16vec4 float16BitsToInt16(f16vec4);uint16_t float16BitsToUint16(float16_t);u16vec2 float16BitsToUint16(f16vec2);u16vec3 float16BitsToUint16(f16vec3);u16vec4 float16BitsToUint16(f16vec4);float16_t int16BitsToFloat16(int16_t);f16vec2 int16BitsToFloat16(i16vec2);f16vec3 int16BitsToFloat16(i16vec3);f16vec4 int16BitsToFloat16(i16vec4);float16_t uint16BitsToFloat16(uint16_t);f16vec2 uint16BitsToFloat16(u16vec2);f16vec3 uint16BitsToFloat16(u16vec3);f16vec4 uint16BitsToFloat16(u16vec4);float16_t int16BitsToHalf(int16_t);f16vec2 int16BitsToHalf(i16vec2);f16vec3 int16BitsToHalf(i16vec3);f16vec4 int16BitsToHalf(i16vec4);float16_t uint16BitsToHalf(uint16_t);f16vec2 uint16BitsToHalf(u16vec2);f16vec3 uint16BitsToHalf(u16vec3);f16vec4 uint16BitsToHalf(u16vec4);int packInt2x16(i16vec2);uint packUint2x16(u16vec2);int64_t packInt4x16(i16vec4);uint64_t packUint4x16(u16vec4);i16vec2 unpackInt2x16(int);u16vec2 unpackUint2x16(uint);i16vec4 unpackInt4x16(int64_t);u16vec4 unpackUint4x16(uint64_t);bvec2 lessThan(i16vec2, i16vec2);bvec3 lessThan(i16vec3, i16vec3);bvec4 lessThan(i16vec4, i16vec4);bvec2 lessThan(u16vec2, u16vec2);bvec3 lessThan(u16vec3, u16vec3);bvec4 lessThan(u16vec4, u16vec4);bvec2 lessThanEqual(i16vec2, i16vec2);bvec3 lessThanEqual(i16vec3, i16vec3);bvec4 lessThanEqual(i16vec4, i16vec4);bvec2 lessThanEqual(u16vec2, u16vec2);bvec3 lessThanEqual(u16vec3, u16vec3);bvec4 lessThanEqual(u16vec4, u16vec4);bvec2 greaterThan(i16vec2, i16vec2);bvec3 greaterThan(i16vec3, i16vec3);bvec4 greaterThan(i16vec4, i16vec4);bvec2 greaterThan(u16vec2, u16vec2);bvec3 greaterThan(u16vec3, u16vec3);bvec4 greaterThan(u16vec4, u16vec4);bvec2 greaterThanEqual(i16vec2, i16vec2);bvec3 greaterThanEqual(i16vec3, i16vec3);bvec4 greaterThanEqual(i16vec4, i16vec4);bvec2 greaterThanEqual(u16vec2, u16vec2);bvec3 greaterThanEqual(u16vec3, u16vec3);bvec4 greaterThanEqual(u16vec4, u16vec4);bvec2 equal(i16vec2, i16vec2);bvec3 equal(i16vec3, i16vec3);bvec4 equal(i16vec4, i16vec4);bvec2 equal(u16vec2, u16vec2);bvec3 equal(u16vec3, u16vec3);bvec4 equal(u16vec4, u16vec4);bvec2 notEqual(i16vec2, i16vec2);bvec3 notEqual(i16vec3, i16vec3);bvec4 notEqual(i16vec4, i16vec4);bvec2 notEqual(u16vec2, u16vec2);bvec3 notEqual(u16vec3, u16vec3);bvec4 notEqual(u16vec4, u16vec4); int16_t bitfieldExtract( int16_t, int16_t, int16_t);i16vec2 bitfieldExtract(i16vec2, int16_t, int16_t);i16vec3 bitfieldExtract(i16vec3, int16_t, int16_t);i16vec4 bitfieldExtract(i16vec4, int16_t, int16_t); uint16_t bitfieldExtract( uint16_t, int16_t, int16_t);u16vec2 bitfieldExtract(u16vec2, int16_t, int16_t);u16vec3 bitfieldExtract(u16vec3, int16_t, int16_t);u16vec4 bitfieldExtract(u16vec4, int16_t, int16_t); int16_t bitfieldInsert( int16_t base, int16_t, int16_t, int16_t);i16vec2 bitfieldInsert(i16vec2 base, i16vec2, int16_t, int16_t);i16vec3 bitfieldInsert(i16vec3 base, i16vec3, int16_t, int16_t);i16vec4 bitfieldInsert(i16vec4 base, i16vec4, int16_t, int16_t); uint16_t bitfieldInsert( uint16_t base, uint16_t, int16_t, int16_t);u16vec2 bitfieldInsert(u16vec2 base, u16vec2, int16_t, int16_t);u16vec3 bitfieldInsert(u16vec3 base, u16vec3, int16_t, int16_t);u16vec4 bitfieldInsert(u16vec4 base, u16vec4, int16_t, int16_t); int16_t bitCount( int16_t);i16vec2 bitCount(i16vec2);i16vec3 bitCount(i16vec3);i16vec4 bitCount(i16vec4); int16_t bitCount( uint16_t);i16vec2 bitCount(u16vec2);i16vec3 bitCount(u16vec3);i16vec4 bitCount(u16vec4);int16_t bitfieldReverse(highp int16_t);i16vec2 bitfieldReverse(highp i16vec2);i16vec3 bitfieldReverse(highp i16vec3);i16vec4 bitfieldReverse(highp i16vec4);uint16_t bitfieldReverse(highp uint16_t);u16vec2 bitfieldReverse(highp u16vec2);u16vec3 bitfieldReverse(highp u16vec3);u16vec4 bitfieldReverse(highp u16vec4); int16_t findLSB( int16_t);i16vec2 findLSB(i16vec2);i16vec3 findLSB(i16vec3);i16vec4 findLSB(i16vec4); int16_t findLSB( uint16_t);i16vec2 findLSB(u16vec2);i16vec3 findLSB(u16vec3);i16vec4 findLSB(u16vec4); int16_t findMSB( int16_t);i16vec2 findMSB(i16vec2);i16vec3 findMSB(i16vec3);i16vec4 findMSB(i16vec4); int16_t findMSB( uint16_t);i16vec2 findMSB(u16vec2);i16vec3 findMSB(u16vec3);i16vec4 findMSB(u16vec4);int16_t pack16(i8vec2);uint16_t pack16(u8vec2);int32_t pack32(i8vec4);uint32_t pack32(u8vec4);int32_t pack32(i16vec2);uint32_t pack32(u16vec2);int64_t pack64(i16vec4);uint64_t pack64(u16vec4);int64_t pack64(i32vec2);uint64_t pack64(u32vec2);i8vec2 unpack8(int16_t);u8vec2 unpack8(uint16_t);i8vec4 unpack8(int32_t);u8vec4 unpack8(uint32_t);i16vec2 unpack16(int32_t);u16vec2 unpack16(uint32_t);i16vec4 unpack16(int64_t);u16vec4 unpack16(uint64_t);i32vec2 unpack32(int64_t);u32vec2 unpack32(uint64_t);int8_t expectEXT(int8_t, int8_t);i8vec2 expectEXT(i8vec2, i8vec2);i8vec3 expectEXT(i8vec3, i8vec3);i8vec4 expectEXT(i8vec4, i8vec4);uint8_t expectEXT(uint8_t, uint8_t);u8vec2 expectEXT(u8vec2, u8vec2);u8vec3 expectEXT(u8vec3, u8vec3);u8vec4 expectEXT(u8vec4, u8vec4);int16_t expectEXT(int16_t, int16_t);i16vec2 expectEXT(i16vec2, i16vec2);i16vec3 expectEXT(i16vec3, i16vec3);i16vec4 expectEXT(i16vec4, i16vec4);uint16_t expectEXT(uint16_t, uint16_t);u16vec2 expectEXT(u16vec2, u16vec2);u16vec3 expectEXT(u16vec3, u16vec3);u16vec4 expectEXT(u16vec4, u16vec4);int64_t expectEXT(int64_t, int64_t);i64vec2 expectEXT(i64vec2, i64vec2);i64vec3 expectEXT(i64vec3, i64vec3);i64vec4 expectEXT(i64vec4, i64vec4);uint64_t expectEXT(uint64_t, uint64_t);u64vec2 expectEXT(u64vec2, u64vec2);u64vec3 expectEXT(u64vec3, u64vec3);u64vec4 expectEXT(u64vec4, u64vec4); 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 memoryBarrierBuffer();void memoryBarrierImage();void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); 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 int textureSize(samplerBuffer); Step #5: vec4 texelFetch(samplerBuffer,int); Step #5: vec4 texelFetch(textureBuffer,int); Step #5: highp int textureSize(textureBuffer); Step #5: highp int textureSize(isamplerBuffer); Step #5: ivec4 texelFetch(isamplerBuffer,int); Step #5: ivec4 texelFetch(itextureBuffer,int); Step #5: highp int textureSize(itextureBuffer); Step #5: highp int textureSize(usamplerBuffer); Step #5: uvec4 texelFetch(usamplerBuffer,int); Step #5: uvec4 texelFetch(utextureBuffer,int); Step #5: highp int textureSize(utextureBuffer); 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 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: highp ivec3 textureSize(textureCubeArray,int); Step #5: highp 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: highp ivec3 textureSize(itextureCubeArray,int); Step #5: highp 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: highp ivec3 textureSize(utextureCubeArray,int); Step #5: highp ivec2 textureSize(sampler2DMS); Step #5: vec4 texelFetch(sampler2DMS,ivec2,int); Step #5: vec4 texelFetch(texture2DMS,ivec2,int); Step #5: highp ivec2 textureSize(texture2DMS); Step #5: highp ivec2 textureSize(isampler2DMS); Step #5: ivec4 texelFetch(isampler2DMS,ivec2,int); Step #5: ivec4 texelFetch(itexture2DMS,ivec2,int); Step #5: highp ivec2 textureSize(itexture2DMS); Step #5: highp ivec2 textureSize(usampler2DMS); Step #5: uvec4 texelFetch(usampler2DMS,ivec2,int); Step #5: uvec4 texelFetch(utexture2DMS,ivec2,int); Step #5: highp ivec2 textureSize(utexture2DMS); Step #5: highp ivec3 textureSize(sampler2DMSArray); Step #5: vec4 texelFetch(sampler2DMSArray,ivec3,int); Step #5: vec4 texelFetch(texture2DMSArray,ivec3,int); Step #5: highp ivec3 textureSize(texture2DMSArray); Step #5: highp ivec3 textureSize(isampler2DMSArray); Step #5: ivec4 texelFetch(isampler2DMSArray,ivec3,int); Step #5: ivec4 texelFetch(itexture2DMSArray,ivec3,int); Step #5: highp ivec3 textureSize(itexture2DMSArray); Step #5: highp ivec3 textureSize(usampler2DMSArray); Step #5: uvec4 texelFetch(usampler2DMSArray,ivec3,int); Step #5: uvec4 texelFetch(utexture2DMSArray,ivec3,int); Step #5: highp ivec3 textureSize(utexture2DMSArray); 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 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: highp ivec2 imageSize(readonly writeonly volatile coherent nontemporal image2D); Step #5: highp vec4 imageLoad(readonly volatile coherent nontemporal image2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal image2D, ivec2, vec4); Step #5: float imageAtomicExchange(volatile coherent nontemporal image2D, ivec2, float); Step #5: highp ivec2 imageSize(readonly writeonly volatile coherent nontemporal iimage2D); 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 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: highp ivec2 imageSize(readonly writeonly volatile coherent nontemporal uimage2D); 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 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: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal image3D); Step #5: highp vec4 imageLoad(readonly volatile coherent nontemporal image3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal image3D, ivec3, vec4); Step #5: float imageAtomicExchange(volatile coherent nontemporal image3D, ivec3, float); Step #5: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal iimage3D); 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 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: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal uimage3D); 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 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: highp ivec2 imageSize(readonly writeonly volatile coherent nontemporal imageCube); Step #5: highp vec4 imageLoad(readonly volatile coherent nontemporal imageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal imageCube, ivec3, vec4); Step #5: float imageAtomicExchange(volatile coherent nontemporal imageCube, ivec3, float); Step #5: highp ivec2 imageSize(readonly writeonly volatile coherent nontemporal iimageCube); 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 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: highp ivec2 imageSize(readonly writeonly volatile coherent nontemporal uimageCube); 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 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: highp int imageSize(readonly writeonly volatile coherent nontemporal imageBuffer); Step #5: highp vec4 imageLoad(readonly volatile coherent nontemporal imageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal imageBuffer, int, vec4); Step #5: float imageAtomicExchange(volatile coherent nontemporal imageBuffer, int, float); Step #5: highp int imageSize(readonly writeonly volatile coherent nontemporal iimageBuffer); Step #5: highp 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: highp int imageSize(readonly writeonly volatile coherent nontemporal uimageBuffer); Step #5: highp 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: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal image2DArray); Step #5: highp vec4 imageLoad(readonly volatile coherent nontemporal image2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DArray, ivec3, vec4); Step #5: float imageAtomicExchange(volatile coherent nontemporal image2DArray, ivec3, float); Step #5: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal iimage2DArray); 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 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: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal uimage2DArray); Step #5: highp 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: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal imageCubeArray); Step #5: highp vec4 imageLoad(readonly volatile coherent nontemporal imageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal imageCubeArray, ivec3, vec4); Step #5: float imageAtomicExchange(volatile coherent nontemporal imageCubeArray, ivec3, float); Step #5: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal iimageCubeArray); Step #5: highp 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: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal uimageCubeArray); Step #5: highp 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: const int gl_ScopeDevice = 1; Step #5: const int gl_ScopeWorkgroup = 2; Step #5: const int gl_ScopeSubgroup = 3; Step #5: const int gl_ScopeInvocation = 4; Step #5: const int gl_ScopeQueueFamily = 5; Step #5: const int gl_ScopeShaderCallEXT = 6; Step #5: const int gl_SemanticsRelaxed = 0x0; Step #5: const int gl_SemanticsAcquire = 0x2; Step #5: const int gl_SemanticsRelease = 0x4; Step #5: const int gl_SemanticsAcquireRelease = 0x8; Step #5: const int gl_SemanticsMakeAvailable = 0x2000; Step #5: const int gl_SemanticsMakeVisible = 0x4000; Step #5: const int gl_SemanticsVolatile = 0x8000; Step #5: const int gl_StorageSemanticsNone = 0x0; Step #5: const int gl_StorageSemanticsBuffer = 0x40; Step #5: const int gl_StorageSemanticsShared = 0x100; Step #5: const int gl_StorageSemanticsImage = 0x800; Step #5: const int gl_StorageSemanticsOutput = 0x1000; Step #5: highp ivec2 imageSize(readonly writeonly volatile coherent nontemporal i64image2D); Step #5: highp i64vec4 imageLoad(readonly volatile coherent nontemporal i64image2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal i64image2D, ivec2, i64vec4); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image2D, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image2D, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image2D, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image2D, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image2D, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image2D, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image2D, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, highp int64_t); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, highp int64_t, int, int, int, int, int); Step #5: highp int64_t imageAtomicLoad(volatile coherent nontemporal i64image2D, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, int, int, int); Step #5: highp ivec2 imageSize(readonly writeonly volatile coherent nontemporal u64image2D); Step #5: highp u64vec4 imageLoad(readonly volatile coherent nontemporal u64image2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal u64image2D, ivec2, u64vec4); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, highp uint64_t); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, highp uint64_t, int, int, int, int, int); Step #5: highp uint64_t imageAtomicLoad(volatile coherent nontemporal u64image2D, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, int, int, int); Step #5: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal i64image3D); Step #5: highp i64vec4 imageLoad(readonly volatile coherent nontemporal i64image3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal i64image3D, ivec3, i64vec4); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image3D, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image3D, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image3D, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image3D, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image3D, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image3D, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image3D, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, highp int64_t); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, highp int64_t, int, int, int, int, int); Step #5: highp int64_t imageAtomicLoad(volatile coherent nontemporal i64image3D, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, int, int, int); Step #5: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal u64image3D); Step #5: highp u64vec4 imageLoad(readonly volatile coherent nontemporal u64image3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal u64image3D, ivec3, u64vec4); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, highp uint64_t); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, highp uint64_t, int, int, int, int, int); Step #5: highp uint64_t imageAtomicLoad(volatile coherent nontemporal u64image3D, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, int, int, int); Step #5: highp ivec2 imageSize(readonly writeonly volatile coherent nontemporal i64imageCube); Step #5: highp i64vec4 imageLoad(readonly volatile coherent nontemporal i64imageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal i64imageCube, ivec3, i64vec4); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, highp int64_t); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, highp int64_t, int, int, int, int, int); Step #5: highp int64_t imageAtomicLoad(volatile coherent nontemporal i64imageCube, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, int, int, int); Step #5: highp ivec2 imageSize(readonly writeonly volatile coherent nontemporal u64imageCube); Step #5: highp u64vec4 imageLoad(readonly volatile coherent nontemporal u64imageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal u64imageCube, ivec3, u64vec4); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, highp uint64_t); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, highp uint64_t, int, int, int, int, int); Step #5: highp uint64_t imageAtomicLoad(volatile coherent nontemporal u64imageCube, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, int, int, int); Step #5: highp int imageSize(readonly writeonly volatile coherent nontemporal i64imageBuffer); Step #5: highp i64vec4 imageLoad(readonly volatile coherent nontemporal i64imageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal i64imageBuffer, int, i64vec4); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64imageBuffer, int, highp int64_t); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64imageBuffer, int, highp int64_t); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64imageBuffer, int, highp int64_t); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64imageBuffer, int, highp int64_t); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64imageBuffer, int, highp int64_t); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64imageBuffer, int, highp int64_t); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64imageBuffer, int, highp int64_t); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, highp int64_t); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, highp int64_t, int, int, int, int, int); Step #5: highp int64_t imageAtomicLoad(volatile coherent nontemporal i64imageBuffer, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, int, int, int); Step #5: highp int imageSize(readonly writeonly volatile coherent nontemporal u64imageBuffer); Step #5: highp u64vec4 imageLoad(readonly volatile coherent nontemporal u64imageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal u64imageBuffer, int, u64vec4); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, highp uint64_t); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, highp uint64_t, int, int, int, int, int); Step #5: highp uint64_t imageAtomicLoad(volatile coherent nontemporal u64imageBuffer, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, int, int, int); Step #5: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal i64image2DArray); Step #5: highp i64vec4 imageLoad(readonly volatile coherent nontemporal i64image2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal i64image2DArray, ivec3, i64vec4); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, highp int64_t); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, highp int64_t, int, int, int, int, int); Step #5: highp int64_t imageAtomicLoad(volatile coherent nontemporal i64image2DArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, int, int, int); Step #5: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal u64image2DArray); Step #5: highp u64vec4 imageLoad(readonly volatile coherent nontemporal u64image2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal u64image2DArray, ivec3, u64vec4); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, highp uint64_t); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, highp uint64_t, int, int, int, int, int); Step #5: highp uint64_t imageAtomicLoad(volatile coherent nontemporal u64image2DArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, int, int, int); Step #5: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal i64imageCubeArray); Step #5: highp i64vec4 imageLoad(readonly volatile coherent nontemporal i64imageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal i64imageCubeArray, ivec3, i64vec4); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, highp int64_t); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, highp int64_t, int, int, int, int, int); Step #5: highp int64_t imageAtomicLoad(volatile coherent nontemporal i64imageCubeArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, int, int, int); Step #5: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal u64imageCubeArray); Step #5: highp u64vec4 imageLoad(readonly volatile coherent nontemporal u64imageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal u64imageCubeArray, ivec3, u64vec4); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, highp uint64_t); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, highp uint64_t, int, int, int, int, int); Step #5: highp uint64_t imageAtomicLoad(volatile coherent nontemporal u64imageCubeArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, int, int, int); Step #5: highp ivec2 imageSize(readonly writeonly volatile coherent nontemporal i64image2DMS); Step #5: highp i64vec4 imageLoad(readonly volatile coherent nontemporal i64image2DMS, ivec2, int); Step #5: void imageStore(writeonly volatile coherent nontemporal i64image2DMS, ivec2, int, i64vec4); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, highp int64_t); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, highp int64_t, int, int, int, int, int); Step #5: highp int64_t imageAtomicLoad(volatile coherent nontemporal i64image2DMS, ivec2, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, int, int, int); Step #5: highp ivec2 imageSize(readonly writeonly volatile coherent nontemporal u64image2DMS); Step #5: highp u64vec4 imageLoad(readonly volatile coherent nontemporal u64image2DMS, ivec2, int); Step #5: void imageStore(writeonly volatile coherent nontemporal u64image2DMS, ivec2, int, u64vec4); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, highp uint64_t); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, highp uint64_t, int, int, int, int, int); Step #5: highp uint64_t imageAtomicLoad(volatile coherent nontemporal u64image2DMS, ivec2, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, int, int, int); Step #5: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal i64image2DMSArray); Step #5: highp i64vec4 imageLoad(readonly volatile coherent nontemporal i64image2DMSArray, ivec3, int); Step #5: void imageStore(writeonly volatile coherent nontemporal i64image2DMSArray, ivec3, int, i64vec4); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, highp int64_t); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, highp int64_t, int, int, int, int, int); Step #5: highp int64_t imageAtomicLoad(volatile coherent nontemporal i64image2DMSArray, ivec3, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, int, int, int); Step #5: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal u64image2DMSArray); Step #5: highp u64vec4 imageLoad(readonly volatile coherent nontemporal u64image2DMSArray, ivec3, int); Step #5: void imageStore(writeonly volatile coherent nontemporal u64image2DMSArray, ivec3, int, u64vec4); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, highp uint64_t); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, highp uint64_t, int, int, int, int, int); Step #5: highp uint64_t imageAtomicLoad(volatile coherent nontemporal u64image2DMSArray, ivec3, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, int, int, int); Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:379: '' : syntax error, unexpected SAMPLER, expecting RIGHT_PAREN Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:379: '' : 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 atomicAdd(coherent volatile nontemporal inout int,int); Step #5: uint atomicAdd(coherent volatile nontemporal inout uint,uint); Step #5: int atomicMin(coherent volatile nontemporal inout int,int); Step #5: uint atomicMin(coherent volatile nontemporal inout uint,uint); Step #5: int atomicMax(coherent volatile nontemporal inout int,int); Step #5: uint atomicMax(coherent volatile nontemporal inout uint,uint); Step #5: int atomicAnd(coherent volatile nontemporal inout int,int); Step #5: uint atomicAnd(coherent volatile nontemporal inout uint,uint); Step #5: int atomicOr(coherent volatile nontemporal inout int,int); Step #5: uint atomicOr(coherent volatile nontemporal inout uint,uint); Step #5: int atomicXor(coherent volatile nontemporal inout int,int); Step #5: uint atomicXor(coherent volatile nontemporal inout uint,uint); Step #5: int atomicExchange(coherent volatile nontemporal inout int,int); Step #5: uint atomicExchange(coherent volatile nontemporal inout uint,uint); Step #5: int atomicCompSwap(coherent volatile nontemporal inout int,int,int); Step #5: uint atomicCompSwap(coherent volatile nontemporal inout uint,uint,uint); Step #5: bool mix(bool,bool,bool); Step #5: bvec2 mix(bvec2,bvec2,bvec2); Step #5: bvec3 mix(bvec3,bvec3,bvec3); Step #5: bvec4 mix(bvec4,bvec4,bvec4); Step #5: int mix(int,int,bool); Step #5: ivec2 mix(ivec2,ivec2,bvec2); Step #5: ivec3 mix(ivec3,ivec3,bvec3); Step #5: ivec4 mix(ivec4,ivec4,bvec4); Step #5: uint mix(uint,uint,bool); Step #5: uvec2 mix(uvec2,uvec2,bvec2); Step #5: uvec3 mix(uvec3,uvec3,bvec3); Step #5: uvec4 mix(uvec4,uvec4,bvec4); Step #5: float64_t sqrt(float64_t);f64vec2 sqrt(f64vec2);f64vec3 sqrt(f64vec3);f64vec4 sqrt(f64vec4);float64_t inversesqrt(float64_t);f64vec2 inversesqrt(f64vec2);f64vec3 inversesqrt(f64vec3);f64vec4 inversesqrt(f64vec4);float64_t abs(float64_t);f64vec2 abs(f64vec2);f64vec3 abs(f64vec3);f64vec4 abs(f64vec4);float64_t sign(float64_t);f64vec2 sign(f64vec2);f64vec3 sign(f64vec3);f64vec4 sign(f64vec4);float64_t floor(float64_t);f64vec2 floor(f64vec2);f64vec3 floor(f64vec3);f64vec4 floor(f64vec4);float64_t trunc(float64_t);f64vec2 trunc(f64vec2);f64vec3 trunc(f64vec3);f64vec4 trunc(f64vec4);float64_t round(float64_t);f64vec2 round(f64vec2);f64vec3 round(f64vec3);f64vec4 round(f64vec4);float64_t roundEven(float64_t);f64vec2 roundEven(f64vec2);f64vec3 roundEven(f64vec3);f64vec4 roundEven(f64vec4);float64_t ceil(float64_t);f64vec2 ceil(f64vec2);f64vec3 ceil(f64vec3);f64vec4 ceil(f64vec4);float64_t fract(float64_t);f64vec2 fract(f64vec2);f64vec3 fract(f64vec3);f64vec4 fract(f64vec4);float64_t mod(float64_t, float64_t);f64vec2 mod(f64vec2 , float64_t);f64vec3 mod(f64vec3 , float64_t);f64vec4 mod(f64vec4 , float64_t);f64vec2 mod(f64vec2 , f64vec2);f64vec3 mod(f64vec3 , f64vec3);f64vec4 mod(f64vec4 , f64vec4);float64_t modf(float64_t, out float64_t);f64vec2 modf(f64vec2, out f64vec2);f64vec3 modf(f64vec3, out f64vec3);f64vec4 modf(f64vec4, out f64vec4);float64_t min(float64_t, float64_t);f64vec2 min(f64vec2, float64_t);f64vec3 min(f64vec3, float64_t);f64vec4 min(f64vec4, float64_t);f64vec2 min(f64vec2, f64vec2);f64vec3 min(f64vec3, f64vec3);f64vec4 min(f64vec4, f64vec4);float64_t max(float64_t, float64_t);f64vec2 max(f64vec2 , float64_t);f64vec3 max(f64vec3 , float64_t);f64vec4 max(f64vec4 , float64_t);f64vec2 max(f64vec2 , f64vec2);f64vec3 max(f64vec3 , f64vec3);f64vec4 max(f64vec4 , f64vec4);float64_t clamp(float64_t, float64_t, float64_t);f64vec2 clamp(f64vec2 , float64_t, float64_t);f64vec3 clamp(f64vec3 , float64_t, float64_t);f64vec4 clamp(f64vec4 , float64_t, float64_t);f64vec2 clamp(f64vec2 , f64vec2 , f64vec2);f64vec3 clamp(f64vec3 , f64vec3 , f64vec3);f64vec4 clamp(f64vec4 , f64vec4 , f64vec4);float64_t mix(float64_t, float64_t, float64_t);f64vec2 mix(f64vec2, f64vec2, float64_t);f64vec3 mix(f64vec3, f64vec3, float64_t);f64vec4 mix(f64vec4, f64vec4, float64_t);f64vec2 mix(f64vec2, f64vec2, f64vec2);f64vec3 mix(f64vec3, f64vec3, f64vec3);f64vec4 mix(f64vec4, f64vec4, f64vec4);float64_t mix(float64_t, float64_t, bool);f64vec2 mix(f64vec2, f64vec2, bvec2);f64vec3 mix(f64vec3, f64vec3, bvec3);f64vec4 mix(f64vec4, f64vec4, bvec4);float64_t step(float64_t, float64_t);f64vec2 step(f64vec2 , f64vec2);f64vec3 step(f64vec3 , f64vec3);f64vec4 step(f64vec4 , f64vec4);f64vec2 step(float64_t, f64vec2);f64vec3 step(float64_t, f64vec3);f64vec4 step(float64_t, f64vec4);float64_t smoothstep(float64_t, float64_t, float64_t);f64vec2 smoothstep(f64vec2 , f64vec2 , f64vec2);f64vec3 smoothstep(f64vec3 , f64vec3 , f64vec3);f64vec4 smoothstep(f64vec4 , f64vec4 , f64vec4);f64vec2 smoothstep(float64_t, float64_t, f64vec2);f64vec3 smoothstep(float64_t, float64_t, f64vec3);f64vec4 smoothstep(float64_t, float64_t, f64vec4);float64_t length(float64_t);float64_t length(f64vec2);float64_t length(f64vec3);float64_t length(f64vec4);float64_t distance(float64_t, float64_t);float64_t distance(f64vec2 , f64vec2);float64_t distance(f64vec3 , f64vec3);float64_t distance(f64vec4 , f64vec4);float64_t dot(float64_t, float64_t);float64_t dot(f64vec2 , f64vec2);float64_t dot(f64vec3 , f64vec3);float64_t dot(f64vec4 , f64vec4);f64vec3 cross(f64vec3, f64vec3);float64_t normalize(float64_t);f64vec2 normalize(f64vec2);f64vec3 normalize(f64vec3);f64vec4 normalize(f64vec4);float64_t faceforward(float64_t, float64_t, float64_t);f64vec2 faceforward(f64vec2, f64vec2, f64vec2);f64vec3 faceforward(f64vec3, f64vec3, f64vec3);f64vec4 faceforward(f64vec4, f64vec4, f64vec4);float64_t reflect(float64_t, float64_t);f64vec2 reflect(f64vec2 , f64vec2 );f64vec3 reflect(f64vec3 , f64vec3 );f64vec4 reflect(f64vec4 , f64vec4 );float64_t refract(float64_t, float64_t, float64_t);f64vec2 refract(f64vec2 , f64vec2 , float64_t);f64vec3 refract(f64vec3 , f64vec3 , float64_t);f64vec4 refract(f64vec4 , f64vec4 , float64_t);f64mat2 matrixCompMult(f64mat2, f64mat2);f64mat3 matrixCompMult(f64mat3, f64mat3);f64mat4 matrixCompMult(f64mat4, f64mat4);f64mat2x3 matrixCompMult(f64mat2x3, f64mat2x3);f64mat2x4 matrixCompMult(f64mat2x4, f64mat2x4);f64mat3x2 matrixCompMult(f64mat3x2, f64mat3x2);f64mat3x4 matrixCompMult(f64mat3x4, f64mat3x4);f64mat4x2 matrixCompMult(f64mat4x2, f64mat4x2);f64mat4x3 matrixCompMult(f64mat4x3, f64mat4x3);f64mat2 outerProduct(f64vec2, f64vec2);f64mat3 outerProduct(f64vec3, f64vec3);f64mat4 outerProduct(f64vec4, f64vec4);f64mat2x3 outerProduct(f64vec3, f64vec2);f64mat3x2 outerProduct(f64vec2, f64vec3);f64mat2x4 outerProduct(f64vec4, f64vec2);f64mat4x2 outerProduct(f64vec2, f64vec4);f64mat3x4 outerProduct(f64vec4, f64vec3);f64mat4x3 outerProduct(f64vec3, f64vec4);f64mat2 transpose(f64mat2);f64mat3 transpose(f64mat3);f64mat4 transpose(f64mat4);f64mat2x3 transpose(f64mat3x2);f64mat3x2 transpose(f64mat2x3);f64mat2x4 transpose(f64mat4x2);f64mat4x2 transpose(f64mat2x4);f64mat3x4 transpose(f64mat4x3);f64mat4x3 transpose(f64mat3x4);float64_t determinant(f64mat2);float64_t determinant(f64mat3);float64_t determinant(f64mat4);f64mat2 inverse(f64mat2);f64mat3 inverse(f64mat3);f64mat4 inverse(f64mat4); Step #5: int64_t abs(int64_t);i64vec2 abs(i64vec2);i64vec3 abs(i64vec3);i64vec4 abs(i64vec4);int64_t sign(int64_t);i64vec2 sign(i64vec2);i64vec3 sign(i64vec3);i64vec4 sign(i64vec4);int64_t min(int64_t, int64_t);i64vec2 min(i64vec2, int64_t);i64vec3 min(i64vec3, int64_t);i64vec4 min(i64vec4, int64_t);i64vec2 min(i64vec2, i64vec2);i64vec3 min(i64vec3, i64vec3);i64vec4 min(i64vec4, i64vec4);uint64_t min(uint64_t, uint64_t);u64vec2 min(u64vec2, uint64_t);u64vec3 min(u64vec3, uint64_t);u64vec4 min(u64vec4, uint64_t);u64vec2 min(u64vec2, u64vec2);u64vec3 min(u64vec3, u64vec3);u64vec4 min(u64vec4, u64vec4);int64_t max(int64_t, int64_t);i64vec2 max(i64vec2, int64_t);i64vec3 max(i64vec3, int64_t);i64vec4 max(i64vec4, int64_t);i64vec2 max(i64vec2, i64vec2);i64vec3 max(i64vec3, i64vec3);i64vec4 max(i64vec4, i64vec4);uint64_t max(uint64_t, uint64_t);u64vec2 max(u64vec2, uint64_t);u64vec3 max(u64vec3, uint64_t);u64vec4 max(u64vec4, uint64_t);u64vec2 max(u64vec2, u64vec2);u64vec3 max(u64vec3, u64vec3);u64vec4 max(u64vec4, u64vec4);int64_t clamp(int64_t, int64_t, int64_t);i64vec2 clamp(i64vec2, int64_t, int64_t);i64vec3 clamp(i64vec3, int64_t, int64_t);i64vec4 clamp(i64vec4, int64_t, int64_t);i64vec2 clamp(i64vec2, i64vec2, i64vec2);i64vec3 clamp(i64vec3, i64vec3, i64vec3);i64vec4 clamp(i64vec4, i64vec4, i64vec4);uint64_t clamp(uint64_t, uint64_t, uint64_t);u64vec2 clamp(u64vec2, uint64_t, uint64_t);u64vec3 clamp(u64vec3, uint64_t, uint64_t);u64vec4 clamp(u64vec4, uint64_t, uint64_t);u64vec2 clamp(u64vec2, u64vec2, u64vec2);u64vec3 clamp(u64vec3, u64vec3, u64vec3);u64vec4 clamp(u64vec4, u64vec4, u64vec4);int64_t mix(int64_t, int64_t, bool);i64vec2 mix(i64vec2, i64vec2, bvec2);i64vec3 mix(i64vec3, i64vec3, bvec3);i64vec4 mix(i64vec4, i64vec4, bvec4);uint64_t mix(uint64_t, uint64_t, bool);u64vec2 mix(u64vec2, u64vec2, bvec2);u64vec3 mix(u64vec3, u64vec3, bvec3);u64vec4 mix(u64vec4, u64vec4, bvec4);int64_t doubleBitsToInt64(float64_t);i64vec2 doubleBitsToInt64(f64vec2);i64vec3 doubleBitsToInt64(f64vec3);i64vec4 doubleBitsToInt64(f64vec4);uint64_t doubleBitsToUint64(float64_t);u64vec2 doubleBitsToUint64(f64vec2);u64vec3 doubleBitsToUint64(f64vec3);u64vec4 doubleBitsToUint64(f64vec4);float64_t int64BitsToDouble(int64_t);f64vec2 int64BitsToDouble(i64vec2);f64vec3 int64BitsToDouble(i64vec3);f64vec4 int64BitsToDouble(i64vec4);float64_t uint64BitsToDouble(uint64_t);f64vec2 uint64BitsToDouble(u64vec2);f64vec3 uint64BitsToDouble(u64vec3);f64vec4 uint64BitsToDouble(u64vec4);int64_t packInt2x32(ivec2);uint64_t packUint2x32(uvec2);ivec2 unpackInt2x32(int64_t);uvec2 unpackUint2x32(uint64_t);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);int64_t bitCount(int64_t);i64vec2 bitCount(i64vec2);i64vec3 bitCount(i64vec3);i64vec4 bitCount(i64vec4);int64_t bitCount(uint64_t);i64vec2 bitCount(u64vec2);i64vec3 bitCount(u64vec3);i64vec4 bitCount(u64vec4);int64_t findLSB(int64_t);i64vec2 findLSB(i64vec2);i64vec3 findLSB(i64vec3);i64vec4 findLSB(i64vec4);int64_t findLSB(uint64_t);i64vec2 findLSB(u64vec2);i64vec3 findLSB(u64vec3);i64vec4 findLSB(u64vec4);int64_t findMSB(int64_t);i64vec2 findMSB(i64vec2);i64vec3 findMSB(i64vec3);i64vec4 findMSB(i64vec4);int64_t findMSB(uint64_t);i64vec2 findMSB(u64vec2);i64vec3 findMSB(u64vec3);i64vec4 findMSB(u64vec4); Step #5: uint atomicAdd(coherent volatile nontemporal inout uint, uint, int, int, int); int atomicAdd(coherent volatile nontemporal inout int, int, int, int, int);uint atomicMin(coherent volatile nontemporal inout uint, uint, int, int, int); int atomicMin(coherent volatile nontemporal inout int, int, int, int, int);uint atomicMax(coherent volatile nontemporal inout uint, uint, int, int, int); int atomicMax(coherent volatile nontemporal inout int, int, int, int, int);uint atomicAnd(coherent volatile nontemporal inout uint, uint, int, int, int); int atomicAnd(coherent volatile nontemporal inout int, int, int, int, int);uint atomicOr (coherent volatile nontemporal inout uint, uint, int, int, int); int atomicOr (coherent volatile nontemporal inout int, int, int, int, int);uint atomicXor(coherent volatile nontemporal inout uint, uint, int, int, int); int atomicXor(coherent volatile nontemporal inout int, int, int, int, int);uint atomicExchange(coherent volatile nontemporal inout uint, uint, int, int, int); int atomicExchange(coherent volatile nontemporal inout int, int, int, int, int);uint atomicCompSwap(coherent volatile nontemporal inout uint, uint, uint, int, int, int, int, int); int atomicCompSwap(coherent volatile nontemporal inout int, int, int, int, int, int, int, int);uint atomicLoad(coherent volatile nontemporal in uint, int, int, int); int atomicLoad(coherent volatile nontemporal in int, int, int, int);void atomicStore(coherent volatile nontemporal out uint, uint, int, int, int);void atomicStore(coherent volatile nontemporal out int, int, int, int, int); 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: float64_t fma(float64_t, float64_t, float64_t);f64vec2 fma(f64vec2, f64vec2, f64vec2 );f64vec3 fma(f64vec3, f64vec3, f64vec3 );f64vec4 fma(f64vec4, f64vec4, f64vec4 ); 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: float64_t frexp(float64_t, out int);f64vec2 frexp( f64vec2, out ivec2);f64vec3 frexp( f64vec3, out ivec3);f64vec4 frexp( f64vec4, out ivec4);float64_t ldexp(float64_t, int);f64vec2 ldexp( f64vec2, ivec2);f64vec3 ldexp( f64vec3, ivec3);f64vec4 ldexp( f64vec4, ivec4); 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: highp uint packSnorm4x8(vec4);highp uint packUnorm4x8(vec4); Step #5: mediump vec4 unpackSnorm4x8(highp uint);mediump 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: 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: 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: lowp int findLSB( int);lowp ivec2 findLSB(ivec2);lowp ivec3 findLSB(ivec3);lowp ivec4 findLSB(ivec4);lowp int findLSB( uint);lowp ivec2 findLSB(uvec2);lowp ivec3 findLSB(uvec3);lowp ivec4 findLSB(uvec4); 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: lowp int bitCount( int);lowp ivec2 bitCount(ivec2);lowp ivec3 bitCount(ivec3);lowp ivec4 bitCount(ivec4);lowp int bitCount( uint);lowp ivec2 bitCount(uvec2);lowp ivec3 bitCount(uvec3);lowp ivec4 bitCount(uvec4);lowp int findMSB(highp int);lowp ivec2 findMSB(highp ivec2);lowp ivec3 findMSB(highp ivec3);lowp ivec4 findMSB(highp ivec4);lowp int findMSB(highp uint);lowp ivec2 findMSB(highp uvec2);lowp ivec3 findMSB(highp uvec3);lowp ivec4 findMSB(highp uvec4); 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: 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: bool subgroupAllEqual(vector); 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: vector subgroupBroadcast(vector, 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: vector subgroupBroadcastFirst(vector); 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: vector subgroupShuffle(vector, 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: vector subgroupShuffleXor(vector, 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: vector subgroupShuffleUp(vector, 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: vector subgroupShuffleDown(vector, 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: vector subgroupRotate(vector, 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: vector subgroupClusteredRotate(vector, 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: vector subgroupAdd(vector); 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: vector subgroupMul(vector); 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: vector subgroupMin(vector); 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: vector subgroupMax(vector); 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: vector subgroupAnd(vector); 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: vector subgroupOr(vector); 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: vector subgroupXor(vector); 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: vector subgroupInclusiveAdd(vector); 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: vector subgroupInclusiveMul(vector); 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: vector subgroupInclusiveMin(vector); 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: vector subgroupInclusiveMax(vector); 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: vector subgroupInclusiveAnd(vector); 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: vector subgroupInclusiveOr(vector); 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: vector subgroupInclusiveXor(vector); 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: vector subgroupExclusiveAdd(vector); 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: vector subgroupExclusiveMul(vector); 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: vector subgroupExclusiveMin(vector); 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: vector subgroupExclusiveMax(vector); 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: vector subgroupExclusiveAnd(vector); 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: vector subgroupExclusiveOr(vector); 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: vector subgroupExclusiveXor(vector); 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: vector subgroupClusteredAdd(vector, 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: vector subgroupClusteredMul(vector, 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: vector subgroupClusteredMin(vector, 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: vector subgroupClusteredMax(vector, 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: vector subgroupClusteredAnd(vector, 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: vector subgroupClusteredOr(vector, 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: vector subgroupClusteredXor(vector, 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: vector subgroupQuadBroadcast(vector, 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: vector subgroupQuadSwapHorizontal(vector); 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: vector subgroupQuadSwapVertical(vector); 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: vector subgroupQuadSwapDiagonal(vector); 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: uvec4 subgroupPartitionNV(vector); 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: vector subgroupPartitionedAddNV(vector, 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: vector subgroupPartitionedMulNV(vector, 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: vector subgroupPartitionedMinNV(vector, 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: vector subgroupPartitionedMaxNV(vector, 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: vector subgroupPartitionedAndNV(vector, 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: vector subgroupPartitionedOrNV(vector, 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: vector subgroupPartitionedXorNV(vector, 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: vector subgroupPartitionedInclusiveAddNV(vector, 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: vector subgroupPartitionedInclusiveMulNV(vector, 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: vector subgroupPartitionedInclusiveMinNV(vector, 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: vector subgroupPartitionedInclusiveMaxNV(vector, 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: vector subgroupPartitionedInclusiveAndNV(vector, 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: vector subgroupPartitionedInclusiveOrNV(vector, 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: vector subgroupPartitionedInclusiveXorNV(vector, 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: vector subgroupPartitionedExclusiveAddNV(vector, 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: vector subgroupPartitionedExclusiveMulNV(vector, 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: vector subgroupPartitionedExclusiveMinNV(vector, 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: vector subgroupPartitionedExclusiveMaxNV(vector, 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: vector subgroupPartitionedExclusiveAndNV(vector, 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: vector subgroupPartitionedExclusiveOrNV(vector, 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: vector subgroupPartitionedExclusiveXorNV(vector, 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: struct gl_TextureFootprint2DNV {uvec2 anchor;uvec2 offset;uvec2 mask;uint lod;uint granularity;};struct gl_TextureFootprint3DNV {uvec3 anchor;uvec3 offset;uvec2 mask;uint lod;uint granularity;};bool textureFootprintNV(sampler2D, vec2, int, bool, out gl_TextureFootprint2DNV);bool textureFootprintNV(sampler3D, vec3, int, bool, out gl_TextureFootprint3DNV);bool textureFootprintNV(sampler2D, vec2, int, bool, out gl_TextureFootprint2DNV, float);bool textureFootprintNV(sampler3D, vec3, int, bool, out gl_TextureFootprint3DNV, float);bool textureFootprintClampNV(sampler2D, vec2, float, int, bool, out gl_TextureFootprint2DNV);bool textureFootprintClampNV(sampler3D, vec3, float, int, bool, out gl_TextureFootprint3DNV);bool textureFootprintClampNV(sampler2D, vec2, float, int, bool, out gl_TextureFootprint2DNV, float);bool textureFootprintClampNV(sampler3D, vec3, float, int, bool, out gl_TextureFootprint3DNV, float);bool textureFootprintLodNV(sampler2D, vec2, float, int, bool, out gl_TextureFootprint2DNV);bool textureFootprintLodNV(sampler3D, vec3, float, int, bool, out gl_TextureFootprint3DNV);bool textureFootprintGradNV(sampler2D, vec2, vec2, vec2, int, bool, out gl_TextureFootprint2DNV);bool textureFootprintGradClampNV(sampler2D, vec2, vec2, vec2, float, int, bool, out gl_TextureFootprint2DNV); Step #5: float16_t radians(float16_t);f16vec2 radians(f16vec2);f16vec3 radians(f16vec3);f16vec4 radians(f16vec4);float16_t degrees(float16_t);f16vec2 degrees(f16vec2);f16vec3 degrees(f16vec3);f16vec4 degrees(f16vec4);float16_t sin(float16_t);f16vec2 sin(f16vec2);f16vec3 sin(f16vec3);f16vec4 sin(f16vec4);float16_t cos(float16_t);f16vec2 cos(f16vec2);f16vec3 cos(f16vec3);f16vec4 cos(f16vec4);float16_t tan(float16_t);f16vec2 tan(f16vec2);f16vec3 tan(f16vec3);f16vec4 tan(f16vec4);float16_t asin(float16_t);f16vec2 asin(f16vec2);f16vec3 asin(f16vec3);f16vec4 asin(f16vec4);float16_t acos(float16_t);f16vec2 acos(f16vec2);f16vec3 acos(f16vec3);f16vec4 acos(f16vec4);float16_t atan(float16_t, float16_t);f16vec2 atan(f16vec2, f16vec2);f16vec3 atan(f16vec3, f16vec3);f16vec4 atan(f16vec4, f16vec4);float16_t atan(float16_t);f16vec2 atan(f16vec2);f16vec3 atan(f16vec3);f16vec4 atan(f16vec4);float16_t sinh(float16_t);f16vec2 sinh(f16vec2);f16vec3 sinh(f16vec3);f16vec4 sinh(f16vec4);float16_t cosh(float16_t);f16vec2 cosh(f16vec2);f16vec3 cosh(f16vec3);f16vec4 cosh(f16vec4);float16_t tanh(float16_t);f16vec2 tanh(f16vec2);f16vec3 tanh(f16vec3);f16vec4 tanh(f16vec4);float16_t asinh(float16_t);f16vec2 asinh(f16vec2);f16vec3 asinh(f16vec3);f16vec4 asinh(f16vec4);float16_t acosh(float16_t);f16vec2 acosh(f16vec2);f16vec3 acosh(f16vec3);f16vec4 acosh(f16vec4);float16_t atanh(float16_t);f16vec2 atanh(f16vec2);f16vec3 atanh(f16vec3);f16vec4 atanh(f16vec4);float16_t pow(float16_t, float16_t);f16vec2 pow(f16vec2, f16vec2);f16vec3 pow(f16vec3, f16vec3);f16vec4 pow(f16vec4, f16vec4);float16_t exp(float16_t);f16vec2 exp(f16vec2);f16vec3 exp(f16vec3);f16vec4 exp(f16vec4);float16_t log(float16_t);f16vec2 log(f16vec2);f16vec3 log(f16vec3);f16vec4 log(f16vec4);float16_t exp2(float16_t);f16vec2 exp2(f16vec2);f16vec3 exp2(f16vec3);f16vec4 exp2(f16vec4);float16_t log2(float16_t);f16vec2 log2(f16vec2);f16vec3 log2(f16vec3);f16vec4 log2(f16vec4);float16_t sqrt(float16_t);f16vec2 sqrt(f16vec2);f16vec3 sqrt(f16vec3);f16vec4 sqrt(f16vec4);float16_t inversesqrt(float16_t);f16vec2 inversesqrt(f16vec2);f16vec3 inversesqrt(f16vec3);f16vec4 inversesqrt(f16vec4);float16_t abs(float16_t);f16vec2 abs(f16vec2);f16vec3 abs(f16vec3);f16vec4 abs(f16vec4);float16_t sign(float16_t);f16vec2 sign(f16vec2);f16vec3 sign(f16vec3);f16vec4 sign(f16vec4);float16_t floor(float16_t);f16vec2 floor(f16vec2);f16vec3 floor(f16vec3);f16vec4 floor(f16vec4);float16_t trunc(float16_t);f16vec2 trunc(f16vec2);f16vec3 trunc(f16vec3);f16vec4 trunc(f16vec4);float16_t round(float16_t);f16vec2 round(f16vec2);f16vec3 round(f16vec3);f16vec4 round(f16vec4);float16_t roundEven(float16_t);f16vec2 roundEven(f16vec2);f16vec3 roundEven(f16vec3);f16vec4 roundEven(f16vec4);float16_t ceil(float16_t);f16vec2 ceil(f16vec2);f16vec3 ceil(f16vec3);f16vec4 ceil(f16vec4);float16_t fract(float16_t);f16vec2 fract(f16vec2);f16vec3 fract(f16vec3);f16vec4 fract(f16vec4);float16_t mod(float16_t, float16_t);f16vec2 mod(f16vec2, float16_t);f16vec3 mod(f16vec3, float16_t);f16vec4 mod(f16vec4, float16_t);f16vec2 mod(f16vec2, f16vec2);f16vec3 mod(f16vec3, f16vec3);f16vec4 mod(f16vec4, f16vec4);float16_t modf(float16_t, out float16_t);f16vec2 modf(f16vec2, out f16vec2);f16vec3 modf(f16vec3, out f16vec3);f16vec4 modf(f16vec4, out f16vec4);float16_t min(float16_t, float16_t);f16vec2 min(f16vec2, float16_t);f16vec3 min(f16vec3, float16_t);f16vec4 min(f16vec4, float16_t);f16vec2 min(f16vec2, f16vec2);f16vec3 min(f16vec3, f16vec3);f16vec4 min(f16vec4, f16vec4);float16_t max(float16_t, float16_t);f16vec2 max(f16vec2, float16_t);f16vec3 max(f16vec3, float16_t);f16vec4 max(f16vec4, float16_t);f16vec2 max(f16vec2, f16vec2);f16vec3 max(f16vec3, f16vec3);f16vec4 max(f16vec4, f16vec4);float16_t clamp(float16_t, float16_t, float16_t);f16vec2 clamp(f16vec2, float16_t, float16_t);f16vec3 clamp(f16vec3, float16_t, float16_t);f16vec4 clamp(f16vec4, float16_t, float16_t);f16vec2 clamp(f16vec2, f16vec2, f16vec2);f16vec3 clamp(f16vec3, f16vec3, f16vec3);f16vec4 clamp(f16vec4, f16vec4, f16vec4);float16_t mix(float16_t, float16_t, float16_t);f16vec2 mix(f16vec2, f16vec2, float16_t);f16vec3 mix(f16vec3, f16vec3, float16_t);f16vec4 mix(f16vec4, f16vec4, float16_t);f16vec2 mix(f16vec2, f16vec2, f16vec2);f16vec3 mix(f16vec3, f16vec3, f16vec3);f16vec4 mix(f16vec4, f16vec4, f16vec4);float16_t mix(float16_t, float16_t, bool);f16vec2 mix(f16vec2, f16vec2, bvec2);f16vec3 mix(f16vec3, f16vec3, bvec3);f16vec4 mix(f16vec4, f16vec4, bvec4);float16_t step(float16_t, float16_t);f16vec2 step(f16vec2, f16vec2);f16vec3 step(f16vec3, f16vec3);f16vec4 step(f16vec4, f16vec4);f16vec2 step(float16_t, f16vec2);f16vec3 step(float16_t, f16vec3);f16vec4 step(float16_t, f16vec4);float16_t smoothstep(float16_t, float16_t, float16_t);f16vec2 smoothstep(f16vec2, f16vec2, f16vec2);f16vec3 smoothstep(f16vec3, f16vec3, f16vec3);f16vec4 smoothstep(f16vec4, f16vec4, f16vec4);f16vec2 smoothstep(float16_t, float16_t, f16vec2);f16vec3 smoothstep(float16_t, float16_t, f16vec3);f16vec4 smoothstep(float16_t, float16_t, f16vec4);bool isnan(float16_t);bvec2 isnan(f16vec2);bvec3 isnan(f16vec3);bvec4 isnan(f16vec4);bool isinf(float16_t);bvec2 isinf(f16vec2);bvec3 isinf(f16vec3);bvec4 isinf(f16vec4);float16_t fma(float16_t, float16_t, float16_t);f16vec2 fma(f16vec2, f16vec2, f16vec2);f16vec3 fma(f16vec3, f16vec3, f16vec3);f16vec4 fma(f16vec4, f16vec4, f16vec4);float16_t frexp(float16_t, out int);f16vec2 frexp(f16vec2, out ivec2);f16vec3 frexp(f16vec3, out ivec3);f16vec4 frexp(f16vec4, out ivec4);float16_t ldexp(float16_t, in int);f16vec2 ldexp(f16vec2, in ivec2);f16vec3 ldexp(f16vec3, in ivec3);f16vec4 ldexp(f16vec4, in ivec4);uint packFloat2x16(f16vec2);f16vec2 unpackFloat2x16(uint);float16_t length(float16_t);float16_t length(f16vec2);float16_t length(f16vec3);float16_t length(f16vec4);float16_t distance(float16_t, float16_t);float16_t distance(f16vec2, f16vec2);float16_t distance(f16vec3, f16vec3);float16_t distance(f16vec4, f16vec4);float16_t dot(float16_t, float16_t);float16_t dot(f16vec2, f16vec2);float16_t dot(f16vec3, f16vec3);float16_t dot(f16vec4, f16vec4);f16vec3 cross(f16vec3, f16vec3);float16_t normalize(float16_t);f16vec2 normalize(f16vec2);f16vec3 normalize(f16vec3);f16vec4 normalize(f16vec4);float16_t faceforward(float16_t, float16_t, float16_t);f16vec2 faceforward(f16vec2, f16vec2, f16vec2);f16vec3 faceforward(f16vec3, f16vec3, f16vec3);f16vec4 faceforward(f16vec4, f16vec4, f16vec4);float16_t reflect(float16_t, float16_t);f16vec2 reflect(f16vec2, f16vec2);f16vec3 reflect(f16vec3, f16vec3);f16vec4 reflect(f16vec4, f16vec4);float16_t refract(float16_t, float16_t, float16_t);f16vec2 refract(f16vec2, f16vec2, float16_t);f16vec3 refract(f16vec3, f16vec3, float16_t);f16vec4 refract(f16vec4, f16vec4, float16_t);f16mat2 matrixCompMult(f16mat2, f16mat2);f16mat3 matrixCompMult(f16mat3, f16mat3);f16mat4 matrixCompMult(f16mat4, f16mat4);f16mat2x3 matrixCompMult(f16mat2x3, f16mat2x3);f16mat2x4 matrixCompMult(f16mat2x4, f16mat2x4);f16mat3x2 matrixCompMult(f16mat3x2, f16mat3x2);f16mat3x4 matrixCompMult(f16mat3x4, f16mat3x4);f16mat4x2 matrixCompMult(f16mat4x2, f16mat4x2);f16mat4x3 matrixCompMult(f16mat4x3, f16mat4x3);f16mat2 outerProduct(f16vec2, f16vec2);f16mat3 outerProduct(f16vec3, f16vec3);f16mat4 outerProduct(f16vec4, f16vec4);f16mat2x3 outerProduct(f16vec3, f16vec2);f16mat3x2 outerProduct(f16vec2, f16vec3);f16mat2x4 outerProduct(f16vec4, f16vec2);f16mat4x2 outerProduct(f16vec2, f16vec4);f16mat3x4 outerProduct(f16vec4, f16vec3);f16mat4x3 outerProduct(f16vec3, f16vec4);f16mat2 transpose(f16mat2);f16mat3 transpose(f16mat3);f16mat4 transpose(f16mat4);f16mat2x3 transpose(f16mat3x2);f16mat3x2 transpose(f16mat2x3);f16mat2x4 transpose(f16mat4x2);f16mat4x2 transpose(f16mat2x4);f16mat3x4 transpose(f16mat4x3);f16mat4x3 transpose(f16mat3x4);float16_t determinant(f16mat2);float16_t determinant(f16mat3);float16_t determinant(f16mat4);f16mat2 inverse(f16mat2);f16mat3 inverse(f16mat3);f16mat4 inverse(f16mat4);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);bfloat16_t dot(bfloat16_t, bfloat16_t);bfloat16_t dot(bf16vec2, bf16vec2);bfloat16_t dot(bf16vec3, bf16vec3);bfloat16_t dot(bf16vec4, bf16vec4);int16_t bfloat16BitsToIntEXT(bfloat16_t value);i16vec2 bfloat16BitsToIntEXT(bf16vec2 value);i16vec3 bfloat16BitsToIntEXT(bf16vec3 value);i16vec4 bfloat16BitsToIntEXT(bf16vec4 value);uint16_t bfloat16BitsToUintEXT(bfloat16_t value);u16vec2 bfloat16BitsToUintEXT(bf16vec2 value);u16vec3 bfloat16BitsToUintEXT(bf16vec3 value);u16vec4 bfloat16BitsToUintEXT(bf16vec4 value);bfloat16_t intBitsToBFloat16EXT(int16_t value);bf16vec2 intBitsToBFloat16EXT(i16vec2 value);bf16vec3 intBitsToBFloat16EXT(i16vec3 value);bf16vec4 intBitsToBFloat16EXT(i16vec4 value);bfloat16_t uintBitsToBFloat16EXT(uint16_t value);bf16vec2 uintBitsToBFloat16EXT(u16vec2 value);bf16vec3 uintBitsToBFloat16EXT(u16vec3 value);bf16vec4 uintBitsToBFloat16EXT(u16vec4 value);int8_t floate5m2BitsToIntEXT(floate5m2_t value);i8vec2 floate5m2BitsToIntEXT(fe5m2vec2 value);i8vec3 floate5m2BitsToIntEXT(fe5m2vec3 value);i8vec4 floate5m2BitsToIntEXT(fe5m2vec4 value);uint8_t floate5m2BitsToUintEXT(floate5m2_t value);u8vec2 floate5m2BitsToUintEXT(fe5m2vec2 value);u8vec3 floate5m2BitsToUintEXT(fe5m2vec3 value);u8vec4 floate5m2BitsToUintEXT(fe5m2vec4 value);floate5m2_t intBitsToFloate5m2EXT(int8_t value);fe5m2vec2 intBitsToFloate5m2EXT(i8vec2 value);fe5m2vec3 intBitsToFloate5m2EXT(i8vec3 value);fe5m2vec4 intBitsToFloate5m2EXT(i8vec4 value);floate5m2_t uintBitsToFloate5m2EXT(uint8_t value);fe5m2vec2 uintBitsToFloate5m2EXT(u8vec2 value);fe5m2vec3 uintBitsToFloate5m2EXT(u8vec3 value);fe5m2vec4 uintBitsToFloate5m2EXT(u8vec4 value);int8_t floate4m3BitsToIntEXT(floate4m3_t value);i8vec2 floate4m3BitsToIntEXT(fe4m3vec2 value);i8vec3 floate4m3BitsToIntEXT(fe4m3vec3 value);i8vec4 floate4m3BitsToIntEXT(fe4m3vec4 value);uint8_t floate4m3BitsToUintEXT(floate4m3_t value);u8vec2 floate4m3BitsToUintEXT(fe4m3vec2 value);u8vec3 floate4m3BitsToUintEXT(fe4m3vec3 value);u8vec4 floate4m3BitsToUintEXT(fe4m3vec4 value);floate4m3_t intBitsToFloate4m3EXT(int8_t value);fe4m3vec2 intBitsToFloate4m3EXT(i8vec2 value);fe4m3vec3 intBitsToFloate4m3EXT(i8vec3 value);fe4m3vec4 intBitsToFloate4m3EXT(i8vec4 value);floate4m3_t uintBitsToFloate4m3EXT(uint8_t value);fe4m3vec2 uintBitsToFloate4m3EXT(u8vec2 value);fe4m3vec3 uintBitsToFloate4m3EXT(u8vec3 value);fe4m3vec4 uintBitsToFloate4m3EXT(u8vec4 value);void saturatedConvertEXT();int8_t floatue8m0BitsToIntEXT(floatue8m0_t value);i8vec2 floatue8m0BitsToIntEXT(fue8m0vec2 value);i8vec3 floatue8m0BitsToIntEXT(fue8m0vec3 value);i8vec4 floatue8m0BitsToIntEXT(fue8m0vec4 value);uint8_t floatue8m0BitsToUintEXT(floatue8m0_t value);u8vec2 floatue8m0BitsToUintEXT(fue8m0vec2 value);u8vec3 floatue8m0BitsToUintEXT(fue8m0vec3 value);u8vec4 floatue8m0BitsToUintEXT(fue8m0vec4 value);floatue8m0_t intBitsToFloatue8m0EXT(int8_t value);fue8m0vec2 intBitsToFloatue8m0EXT(i8vec2 value);fue8m0vec3 intBitsToFloatue8m0EXT(i8vec3 value);fue8m0vec4 intBitsToFloatue8m0EXT(i8vec4 value);floatue8m0_t uintBitsToFloatue8m0EXT(uint8_t value);fue8m0vec2 uintBitsToFloatue8m0EXT(u8vec2 value);fue8m0vec3 uintBitsToFloatue8m0EXT(u8vec3 value);fue8m0vec4 uintBitsToFloatue8m0EXT(u8vec4 value);int8_t floatmxint8BitsToIntEXT(floatmxint8_t value);i8vec2 floatmxint8BitsToIntEXT(fmxint8vec2 value);i8vec3 floatmxint8BitsToIntEXT(fmxint8vec3 value);i8vec4 floatmxint8BitsToIntEXT(fmxint8vec4 value);uint8_t floatmxint8BitsToUintEXT(floatmxint8_t value);u8vec2 floatmxint8BitsToUintEXT(fmxint8vec2 value);u8vec3 floatmxint8BitsToUintEXT(fmxint8vec3 value);u8vec4 floatmxint8BitsToUintEXT(fmxint8vec4 value);floatmxint8_t intBitsToFloatmxint8EXT(int8_t value);fmxint8vec2 intBitsToFloatmxint8EXT(i8vec2 value);fmxint8vec3 intBitsToFloatmxint8EXT(i8vec3 value);fmxint8vec4 intBitsToFloatmxint8EXT(i8vec4 value);floatmxint8_t uintBitsToFloatmxint8EXT(uint8_t value);fmxint8vec2 uintBitsToFloatmxint8EXT(u8vec2 value);fmxint8vec3 uintBitsToFloatmxint8EXT(u8vec3 value);fmxint8vec4 uintBitsToFloatmxint8EXT(u8vec4 value);fe2m1vec2 unpackFloat2xfe2m1EXT(uint8_t value);fe2m1vec4 unpackFloat4xfe2m1EXT(uint16_t value);vector unpackFloat8xfe2m1EXT(uint32_t value);vector unpackFloat16xfe2m1EXT(u32vec2 value);uint8_t packFloat2xfe2m1EXT(fe2m1vec2 value);uint16_t packFloat4xfe2m1EXT(fe2m1vec4 value);uint32_t packFloat8xfe2m1EXT(vector value);u32vec2 packFloat16xfe2m1EXT(vector value);fe3m2vec4 unpackFloat4xfe3m2EXT(u8vec3 value);vector unpackFloat8xfe3m2EXT(u16vec3 value);vector unpackFloat16xfe3m2EXT(u32vec3 value);u8vec3 packFloat4xfe3m2EXT(fe3m2vec4 value);u16vec3 packFloat8xfe3m2EXT(vector value);u32vec3 packFloat16xfe3m2EXT(vector value);fe2m3vec4 unpackFloat4xfe2m3EXT(u8vec3 value);vector unpackFloat8xfe2m3EXT(u16vec3 value);vector unpackFloat16xfe2m3EXT(u32vec3 value);u8vec3 packFloat4xfe2m3EXT(fe2m3vec4 value);u16vec3 packFloat8xfe2m3EXT(vector value);u32vec3 packFloat16xfe2m3EXT(vector value);floate2m1_t bitcastExtractfe2m1EXT(uint8_t, uint);fe2m1vec2 bitcastExtractfe2m1EXT(u8vec2, uint);fe2m1vec3 bitcastExtractfe2m1EXT(u8vec3, uint);fe2m1vec4 bitcastExtractfe2m1EXT(u8vec4, uint);floate3m2_t bitcastExtractfe3m2EXT(uint8_t, uint);fe3m2vec2 bitcastExtractfe3m2EXT(u8vec2, uint);fe3m2vec3 bitcastExtractfe3m2EXT(u8vec3, uint);fe3m2vec4 bitcastExtractfe3m2EXT(u8vec4, uint);floate2m3_t bitcastExtractfe2m3EXT(uint8_t, uint);fe2m3vec2 bitcastExtractfe2m3EXT(u8vec2, uint);fe2m3vec3 bitcastExtractfe2m3EXT(u8vec3, uint);fe2m3vec4 bitcastExtractfe2m3EXT(u8vec4, uint); Step #5: int8_t abs(int8_t);i8vec2 abs(i8vec2);i8vec3 abs(i8vec3);i8vec4 abs(i8vec4);int8_t sign(int8_t);i8vec2 sign(i8vec2);i8vec3 sign(i8vec3);i8vec4 sign(i8vec4);int8_t min(int8_t x, int8_t y);i8vec2 min(i8vec2 x, int8_t y);i8vec3 min(i8vec3 x, int8_t y);i8vec4 min(i8vec4 x, int8_t y);i8vec2 min(i8vec2 x, i8vec2 y);i8vec3 min(i8vec3 x, i8vec3 y);i8vec4 min(i8vec4 x, i8vec4 y);uint8_t min(uint8_t x, uint8_t y);u8vec2 min(u8vec2 x, uint8_t y);u8vec3 min(u8vec3 x, uint8_t y);u8vec4 min(u8vec4 x, uint8_t y);u8vec2 min(u8vec2 x, u8vec2 y);u8vec3 min(u8vec3 x, u8vec3 y);u8vec4 min(u8vec4 x, u8vec4 y);int8_t max(int8_t x, int8_t y);i8vec2 max(i8vec2 x, int8_t y);i8vec3 max(i8vec3 x, int8_t y);i8vec4 max(i8vec4 x, int8_t y);i8vec2 max(i8vec2 x, i8vec2 y);i8vec3 max(i8vec3 x, i8vec3 y);i8vec4 max(i8vec4 x, i8vec4 y);uint8_t max(uint8_t x, uint8_t y);u8vec2 max(u8vec2 x, uint8_t y);u8vec3 max(u8vec3 x, uint8_t y);u8vec4 max(u8vec4 x, uint8_t y);u8vec2 max(u8vec2 x, u8vec2 y);u8vec3 max(u8vec3 x, u8vec3 y);u8vec4 max(u8vec4 x, u8vec4 y);int8_t clamp(int8_t x, int8_t minVal, int8_t maxVal);i8vec2 clamp(i8vec2 x, int8_t minVal, int8_t maxVal);i8vec3 clamp(i8vec3 x, int8_t minVal, int8_t maxVal);i8vec4 clamp(i8vec4 x, int8_t minVal, int8_t maxVal);i8vec2 clamp(i8vec2 x, i8vec2 minVal, i8vec2 maxVal);i8vec3 clamp(i8vec3 x, i8vec3 minVal, i8vec3 maxVal);i8vec4 clamp(i8vec4 x, i8vec4 minVal, i8vec4 maxVal);uint8_t clamp(uint8_t x, uint8_t minVal, uint8_t maxVal);u8vec2 clamp(u8vec2 x, uint8_t minVal, uint8_t maxVal);u8vec3 clamp(u8vec3 x, uint8_t minVal, uint8_t maxVal);u8vec4 clamp(u8vec4 x, uint8_t minVal, uint8_t maxVal);u8vec2 clamp(u8vec2 x, u8vec2 minVal, u8vec2 maxVal);u8vec3 clamp(u8vec3 x, u8vec3 minVal, u8vec3 maxVal);u8vec4 clamp(u8vec4 x, u8vec4 minVal, u8vec4 maxVal);int8_t mix(int8_t, int8_t, bool);i8vec2 mix(i8vec2, i8vec2, bvec2);i8vec3 mix(i8vec3, i8vec3, bvec3);i8vec4 mix(i8vec4, i8vec4, bvec4);uint8_t mix(uint8_t, uint8_t, bool);u8vec2 mix(u8vec2, u8vec2, bvec2);u8vec3 mix(u8vec3, u8vec3, bvec3);u8vec4 mix(u8vec4, u8vec4, bvec4);bvec2 lessThan(i8vec2, i8vec2);bvec3 lessThan(i8vec3, i8vec3);bvec4 lessThan(i8vec4, i8vec4);bvec2 lessThan(u8vec2, u8vec2);bvec3 lessThan(u8vec3, u8vec3);bvec4 lessThan(u8vec4, u8vec4);bvec2 lessThanEqual(i8vec2, i8vec2);bvec3 lessThanEqual(i8vec3, i8vec3);bvec4 lessThanEqual(i8vec4, i8vec4);bvec2 lessThanEqual(u8vec2, u8vec2);bvec3 lessThanEqual(u8vec3, u8vec3);bvec4 lessThanEqual(u8vec4, u8vec4);bvec2 greaterThan(i8vec2, i8vec2);bvec3 greaterThan(i8vec3, i8vec3);bvec4 greaterThan(i8vec4, i8vec4);bvec2 greaterThan(u8vec2, u8vec2);bvec3 greaterThan(u8vec3, u8vec3);bvec4 greaterThan(u8vec4, u8vec4);bvec2 greaterThanEqual(i8vec2, i8vec2);bvec3 greaterThanEqual(i8vec3, i8vec3);bvec4 greaterThanEqual(i8vec4, i8vec4);bvec2 greaterThanEqual(u8vec2, u8vec2);bvec3 greaterThanEqual(u8vec3, u8vec3);bvec4 greaterThanEqual(u8vec4, u8vec4);bvec2 equal(i8vec2, i8vec2);bvec3 equal(i8vec3, i8vec3);bvec4 equal(i8vec4, i8vec4);bvec2 equal(u8vec2, u8vec2);bvec3 equal(u8vec3, u8vec3);bvec4 equal(u8vec4, u8vec4);bvec2 notEqual(i8vec2, i8vec2);bvec3 notEqual(i8vec3, i8vec3);bvec4 notEqual(i8vec4, i8vec4);bvec2 notEqual(u8vec2, u8vec2);bvec3 notEqual(u8vec3, u8vec3);bvec4 notEqual(u8vec4, u8vec4); int8_t bitfieldExtract( int8_t, int8_t, int8_t);i8vec2 bitfieldExtract(i8vec2, int8_t, int8_t);i8vec3 bitfieldExtract(i8vec3, int8_t, int8_t);i8vec4 bitfieldExtract(i8vec4, int8_t, int8_t); uint8_t bitfieldExtract( uint8_t, int8_t, int8_t);u8vec2 bitfieldExtract(u8vec2, int8_t, int8_t);u8vec3 bitfieldExtract(u8vec3, int8_t, int8_t);u8vec4 bitfieldExtract(u8vec4, int8_t, int8_t); int8_t bitfieldInsert( int8_t base, int8_t, int8_t, int8_t);i8vec2 bitfieldInsert(i8vec2 base, i8vec2, int8_t, int8_t);i8vec3 bitfieldInsert(i8vec3 base, i8vec3, int8_t, int8_t);i8vec4 bitfieldInsert(i8vec4 base, i8vec4, int8_t, int8_t); uint8_t bitfieldInsert( uint8_t base, uint8_t, int8_t, int8_t);u8vec2 bitfieldInsert(u8vec2 base, u8vec2, int8_t, int8_t);u8vec3 bitfieldInsert(u8vec3 base, u8vec3, int8_t, int8_t);u8vec4 bitfieldInsert(u8vec4 base, u8vec4, int8_t, int8_t); int8_t bitCount( int8_t);i8vec2 bitCount(i8vec2);i8vec3 bitCount(i8vec3);i8vec4 bitCount(i8vec4); int8_t bitCount( uint8_t);i8vec2 bitCount(u8vec2);i8vec3 bitCount(u8vec3);i8vec4 bitCount(u8vec4);int8_t bitfieldReverse(highp int8_t);i8vec2 bitfieldReverse(highp i8vec2);i8vec3 bitfieldReverse(highp i8vec3);i8vec4 bitfieldReverse(highp i8vec4);uint8_t bitfieldReverse(highp uint8_t);u8vec2 bitfieldReverse(highp u8vec2);u8vec3 bitfieldReverse(highp u8vec3);u8vec4 bitfieldReverse(highp u8vec4); int8_t findLSB( int8_t);i8vec2 findLSB(i8vec2);i8vec3 findLSB(i8vec3);i8vec4 findLSB(i8vec4); int8_t findLSB( uint8_t);i8vec2 findLSB(u8vec2);i8vec3 findLSB(u8vec3);i8vec4 findLSB(u8vec4); int8_t findMSB( int8_t);i8vec2 findMSB(i8vec2);i8vec3 findMSB(i8vec3);i8vec4 findMSB(i8vec4); int8_t findMSB( uint8_t);i8vec2 findMSB(u8vec2);i8vec3 findMSB(u8vec3);i8vec4 findMSB(u8vec4);int16_t abs(int16_t);i16vec2 abs(i16vec2);i16vec3 abs(i16vec3);i16vec4 abs(i16vec4);int16_t sign(int16_t);i16vec2 sign(i16vec2);i16vec3 sign(i16vec3);i16vec4 sign(i16vec4);int16_t min(int16_t x, int16_t y);i16vec2 min(i16vec2 x, int16_t y);i16vec3 min(i16vec3 x, int16_t y);i16vec4 min(i16vec4 x, int16_t y);i16vec2 min(i16vec2 x, i16vec2 y);i16vec3 min(i16vec3 x, i16vec3 y);i16vec4 min(i16vec4 x, i16vec4 y);uint16_t min(uint16_t x, uint16_t y);u16vec2 min(u16vec2 x, uint16_t y);u16vec3 min(u16vec3 x, uint16_t y);u16vec4 min(u16vec4 x, uint16_t y);u16vec2 min(u16vec2 x, u16vec2 y);u16vec3 min(u16vec3 x, u16vec3 y);u16vec4 min(u16vec4 x, u16vec4 y);int16_t max(int16_t x, int16_t y);i16vec2 max(i16vec2 x, int16_t y);i16vec3 max(i16vec3 x, int16_t y);i16vec4 max(i16vec4 x, int16_t y);i16vec2 max(i16vec2 x, i16vec2 y);i16vec3 max(i16vec3 x, i16vec3 y);i16vec4 max(i16vec4 x, i16vec4 y);uint16_t max(uint16_t x, uint16_t y);u16vec2 max(u16vec2 x, uint16_t y);u16vec3 max(u16vec3 x, uint16_t y);u16vec4 max(u16vec4 x, uint16_t y);u16vec2 max(u16vec2 x, u16vec2 y);u16vec3 max(u16vec3 x, u16vec3 y);u16vec4 max(u16vec4 x, u16vec4 y);int16_t clamp(int16_t x, int16_t minVal, int16_t maxVal);i16vec2 clamp(i16vec2 x, int16_t minVal, int16_t maxVal);i16vec3 clamp(i16vec3 x, int16_t minVal, int16_t maxVal);i16vec4 clamp(i16vec4 x, int16_t minVal, int16_t maxVal);i16vec2 clamp(i16vec2 x, i16vec2 minVal, i16vec2 maxVal);i16vec3 clamp(i16vec3 x, i16vec3 minVal, i16vec3 maxVal);i16vec4 clamp(i16vec4 x, i16vec4 minVal, i16vec4 maxVal);uint16_t clamp(uint16_t x, uint16_t minVal, uint16_t maxVal);u16vec2 clamp(u16vec2 x, uint16_t minVal, uint16_t maxVal);u16vec3 clamp(u16vec3 x, uint16_t minVal, uint16_t maxVal);u16vec4 clamp(u16vec4 x, uint16_t minVal, uint16_t maxVal);u16vec2 clamp(u16vec2 x, u16vec2 minVal, u16vec2 maxVal);u16vec3 clamp(u16vec3 x, u16vec3 minVal, u16vec3 maxVal);u16vec4 clamp(u16vec4 x, u16vec4 minVal, u16vec4 maxVal);int16_t mix(int16_t, int16_t, bool);i16vec2 mix(i16vec2, i16vec2, bvec2);i16vec3 mix(i16vec3, i16vec3, bvec3);i16vec4 mix(i16vec4, i16vec4, bvec4);uint16_t mix(uint16_t, uint16_t, bool);u16vec2 mix(u16vec2, u16vec2, bvec2);u16vec3 mix(u16vec3, u16vec3, bvec3);u16vec4 mix(u16vec4, u16vec4, bvec4);float16_t frexp(float16_t, out int16_t);f16vec2 frexp(f16vec2, out i16vec2);f16vec3 frexp(f16vec3, out i16vec3);f16vec4 frexp(f16vec4, out i16vec4);float16_t ldexp(float16_t, int16_t);f16vec2 ldexp(f16vec2, i16vec2);f16vec3 ldexp(f16vec3, i16vec3);f16vec4 ldexp(f16vec4, i16vec4);int16_t halfBitsToInt16(float16_t);i16vec2 halfBitsToInt16(f16vec2);i16vec3 halhBitsToInt16(f16vec3);i16vec4 halfBitsToInt16(f16vec4);uint16_t halfBitsToUint16(float16_t);u16vec2 halfBitsToUint16(f16vec2);u16vec3 halfBitsToUint16(f16vec3);u16vec4 halfBitsToUint16(f16vec4);int16_t float16BitsToInt16(float16_t);i16vec2 float16BitsToInt16(f16vec2);i16vec3 float16BitsToInt16(f16vec3);i16vec4 float16BitsToInt16(f16vec4);uint16_t float16BitsToUint16(float16_t);u16vec2 float16BitsToUint16(f16vec2);u16vec3 float16BitsToUint16(f16vec3);u16vec4 float16BitsToUint16(f16vec4);float16_t int16BitsToFloat16(int16_t);f16vec2 int16BitsToFloat16(i16vec2);f16vec3 int16BitsToFloat16(i16vec3);f16vec4 int16BitsToFloat16(i16vec4);float16_t uint16BitsToFloat16(uint16_t);f16vec2 uint16BitsToFloat16(u16vec2);f16vec3 uint16BitsToFloat16(u16vec3);f16vec4 uint16BitsToFloat16(u16vec4);float16_t int16BitsToHalf(int16_t);f16vec2 int16BitsToHalf(i16vec2);f16vec3 int16BitsToHalf(i16vec3);f16vec4 int16BitsToHalf(i16vec4);float16_t uint16BitsToHalf(uint16_t);f16vec2 uint16BitsToHalf(u16vec2);f16vec3 uint16BitsToHalf(u16vec3);f16vec4 uint16BitsToHalf(u16vec4);int packInt2x16(i16vec2);uint packUint2x16(u16vec2);int64_t packInt4x16(i16vec4);uint64_t packUint4x16(u16vec4);i16vec2 unpackInt2x16(int);u16vec2 unpackUint2x16(uint);i16vec4 unpackInt4x16(int64_t);u16vec4 unpackUint4x16(uint64_t);bvec2 lessThan(i16vec2, i16vec2);bvec3 lessThan(i16vec3, i16vec3);bvec4 lessThan(i16vec4, i16vec4);bvec2 lessThan(u16vec2, u16vec2);bvec3 lessThan(u16vec3, u16vec3);bvec4 lessThan(u16vec4, u16vec4);bvec2 lessThanEqual(i16vec2, i16vec2);bvec3 lessThanEqual(i16vec3, i16vec3);bvec4 lessThanEqual(i16vec4, i16vec4);bvec2 lessThanEqual(u16vec2, u16vec2);bvec3 lessThanEqual(u16vec3, u16vec3);bvec4 lessThanEqual(u16vec4, u16vec4);bvec2 greaterThan(i16vec2, i16vec2);bvec3 greaterThan(i16vec3, i16vec3);bvec4 greaterThan(i16vec4, i16vec4);bvec2 greaterThan(u16vec2, u16vec2);bvec3 greaterThan(u16vec3, u16vec3);bvec4 greaterThan(u16vec4, u16vec4);bvec2 greaterThanEqual(i16vec2, i16vec2);bvec3 greaterThanEqual(i16vec3, i16vec3);bvec4 greaterThanEqual(i16vec4, i16vec4);bvec2 greaterThanEqual(u16vec2, u16vec2);bvec3 greaterThanEqual(u16vec3, u16vec3);bvec4 greaterThanEqual(u16vec4, u16vec4);bvec2 equal(i16vec2, i16vec2);bvec3 equal(i16vec3, i16vec3);bvec4 equal(i16vec4, i16vec4);bvec2 equal(u16vec2, u16vec2);bvec3 equal(u16vec3, u16vec3);bvec4 equal(u16vec4, u16vec4);bvec2 notEqual(i16vec2, i16vec2);bvec3 notEqual(i16vec3, i16vec3);bvec4 notEqual(i16vec4, i16vec4);bvec2 notEqual(u16vec2, u16vec2);bvec3 notEqual(u16vec3, u16vec3);bvec4 notEqual(u16vec4, u16vec4); int16_t bitfieldExtract( int16_t, int16_t, int16_t);i16vec2 bitfieldExtract(i16vec2, int16_t, int16_t);i16vec3 bitfieldExtract(i16vec3, int16_t, int16_t);i16vec4 bitfieldExtract(i16vec4, int16_t, int16_t); uint16_t bitfieldExtract( uint16_t, int16_t, int16_t);u16vec2 bitfieldExtract(u16vec2, int16_t, int16_t);u16vec3 bitfieldExtract(u16vec3, int16_t, int16_t);u16vec4 bitfieldExtract(u16vec4, int16_t, int16_t); int16_t bitfieldInsert( int16_t base, int16_t, int16_t, int16_t);i16vec2 bitfieldInsert(i16vec2 base, i16vec2, int16_t, int16_t);i16vec3 bitfieldInsert(i16vec3 base, i16vec3, int16_t, int16_t);i16vec4 bitfieldInsert(i16vec4 base, i16vec4, int16_t, int16_t); uint16_t bitfieldInsert( uint16_t base, uint16_t, int16_t, int16_t);u16vec2 bitfieldInsert(u16vec2 base, u16vec2, int16_t, int16_t);u16vec3 bitfieldInsert(u16vec3 base, u16vec3, int16_t, int16_t);u16vec4 bitfieldInsert(u16vec4 base, u16vec4, int16_t, int16_t); int16_t bitCount( int16_t);i16vec2 bitCount(i16vec2);i16vec3 bitCount(i16vec3);i16vec4 bitCount(i16vec4); int16_t bitCount( uint16_t);i16vec2 bitCount(u16vec2);i16vec3 bitCount(u16vec3);i16vec4 bitCount(u16vec4);int16_t bitfieldReverse(highp int16_t);i16vec2 bitfieldReverse(highp i16vec2);i16vec3 bitfieldReverse(highp i16vec3);i16vec4 bitfieldReverse(highp i16vec4);uint16_t bitfieldReverse(highp uint16_t);u16vec2 bitfieldReverse(highp u16vec2);u16vec3 bitfieldReverse(highp u16vec3);u16vec4 bitfieldReverse(highp u16vec4); int16_t findLSB( int16_t);i16vec2 findLSB(i16vec2);i16vec3 findLSB(i16vec3);i16vec4 findLSB(i16vec4); int16_t findLSB( uint16_t);i16vec2 findLSB(u16vec2);i16vec3 findLSB(u16vec3);i16vec4 findLSB(u16vec4); int16_t findMSB( int16_t);i16vec2 findMSB(i16vec2);i16vec3 findMSB(i16vec3);i16vec4 findMSB(i16vec4); int16_t findMSB( uint16_t);i16vec2 findMSB(u16vec2);i16vec3 findMSB(u16vec3);i16vec4 findMSB(u16vec4);int16_t pack16(i8vec2);uint16_t pack16(u8vec2);int32_t pack32(i8vec4);uint32_t pack32(u8vec4);int32_t pack32(i16vec2);uint32_t pack32(u16vec2);int64_t pack64(i16vec4);uint64_t pack64(u16vec4);int64_t pack64(i32vec2);uint64_t pack64(u32vec2);i8vec2 unpack8(int16_t);u8vec2 unpack8(uint16_t);i8vec4 unpack8(int32_t);u8vec4 unpack8(uint32_t);i16vec2 unpack16(int32_t);u16vec2 unpack16(uint32_t);i16vec4 unpack16(int64_t);u16vec4 unpack16(uint64_t);i32vec2 unpack32(int64_t);u32vec2 unpack32(uint64_t);int8_t expectEXT(int8_t, int8_t);i8vec2 expectEXT(i8vec2, i8vec2);i8vec3 expectEXT(i8vec3, i8vec3);i8vec4 expectEXT(i8vec4, i8vec4);uint8_t expectEXT(uint8_t, uint8_t);u8vec2 expectEXT(u8vec2, u8vec2);u8vec3 expectEXT(u8vec3, u8vec3);u8vec4 expectEXT(u8vec4, u8vec4);int16_t expectEXT(int16_t, int16_t);i16vec2 expectEXT(i16vec2, i16vec2);i16vec3 expectEXT(i16vec3, i16vec3);i16vec4 expectEXT(i16vec4, i16vec4);uint16_t expectEXT(uint16_t, uint16_t);u16vec2 expectEXT(u16vec2, u16vec2);u16vec3 expectEXT(u16vec3, u16vec3);u16vec4 expectEXT(u16vec4, u16vec4);int64_t expectEXT(int64_t, int64_t);i64vec2 expectEXT(i64vec2, i64vec2);i64vec3 expectEXT(i64vec3, i64vec3);i64vec4 expectEXT(i64vec4, i64vec4);uint64_t expectEXT(uint64_t, uint64_t);u64vec2 expectEXT(u64vec2, u64vec2);u64vec3 expectEXT(u64vec3, u64vec3);u64vec4 expectEXT(u64vec4, u64vec4); 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 memoryBarrierBuffer();void memoryBarrierImage();void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); 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 int textureSize(samplerBuffer); Step #5: vec4 texelFetch(samplerBuffer,int); Step #5: vec4 texelFetch(textureBuffer,int); Step #5: highp int textureSize(textureBuffer); Step #5: highp int textureSize(isamplerBuffer); Step #5: ivec4 texelFetch(isamplerBuffer,int); Step #5: ivec4 texelFetch(itextureBuffer,int); Step #5: highp int textureSize(itextureBuffer); Step #5: highp int textureSize(usamplerBuffer); Step #5: uvec4 texelFetch(usamplerBuffer,int); Step #5: uvec4 texelFetch(utextureBuffer,int); Step #5: highp int textureSize(utextureBuffer); 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 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: highp ivec3 textureSize(textureCubeArray,int); Step #5: highp 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: highp ivec3 textureSize(itextureCubeArray,int); Step #5: highp 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: highp ivec3 textureSize(utextureCubeArray,int); Step #5: highp ivec2 textureSize(sampler2DMS); Step #5: vec4 texelFetch(sampler2DMS,ivec2,int); Step #5: vec4 texelFetch(texture2DMS,ivec2,int); Step #5: highp ivec2 textureSize(texture2DMS); Step #5: highp ivec2 textureSize(isampler2DMS); Step #5: ivec4 texelFetch(isampler2DMS,ivec2,int); Step #5: ivec4 texelFetch(itexture2DMS,ivec2,int); Step #5: highp ivec2 textureSize(itexture2DMS); Step #5: highp ivec2 textureSize(usampler2DMS); Step #5: uvec4 texelFetch(usampler2DMS,ivec2,int); Step #5: uvec4 texelFetch(utexture2DMS,ivec2,int); Step #5: highp ivec2 textureSize(utexture2DMS); Step #5: highp ivec3 textureSize(sampler2DMSArray); Step #5: vec4 texelFetch(sampler2DMSArray,ivec3,int); Step #5: vec4 texelFetch(texture2DMSArray,ivec3,int); Step #5: highp ivec3 textureSize(texture2DMSArray); Step #5: highp ivec3 textureSize(isampler2DMSArray); Step #5: ivec4 texelFetch(isampler2DMSArray,ivec3,int); Step #5: ivec4 texelFetch(itexture2DMSArray,ivec3,int); Step #5: highp ivec3 textureSize(itexture2DMSArray); Step #5: highp ivec3 textureSize(usampler2DMSArray); Step #5: uvec4 texelFetch(usampler2DMSArray,ivec3,int); Step #5: uvec4 texelFetch(utexture2DMSArray,ivec3,int); Step #5: highp ivec3 textureSize(utexture2DMSArray); 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 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: highp ivec2 imageSize(readonly writeonly volatile coherent nontemporal image2D); Step #5: highp vec4 imageLoad(readonly volatile coherent nontemporal image2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal image2D, ivec2, vec4); Step #5: float imageAtomicExchange(volatile coherent nontemporal image2D, ivec2, float); Step #5: highp ivec2 imageSize(readonly writeonly volatile coherent nontemporal iimage2D); 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 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: highp ivec2 imageSize(readonly writeonly volatile coherent nontemporal uimage2D); 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 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: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal image3D); Step #5: highp vec4 imageLoad(readonly volatile coherent nontemporal image3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal image3D, ivec3, vec4); Step #5: float imageAtomicExchange(volatile coherent nontemporal image3D, ivec3, float); Step #5: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal iimage3D); 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 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: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal uimage3D); 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 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: highp ivec2 imageSize(readonly writeonly volatile coherent nontemporal imageCube); Step #5: highp vec4 imageLoad(readonly volatile coherent nontemporal imageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal imageCube, ivec3, vec4); Step #5: float imageAtomicExchange(volatile coherent nontemporal imageCube, ivec3, float); Step #5: highp ivec2 imageSize(readonly writeonly volatile coherent nontemporal iimageCube); 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 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: highp ivec2 imageSize(readonly writeonly volatile coherent nontemporal uimageCube); 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 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: highp int imageSize(readonly writeonly volatile coherent nontemporal imageBuffer); Step #5: highp vec4 imageLoad(readonly volatile coherent nontemporal imageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal imageBuffer, int, vec4); Step #5: float imageAtomicExchange(volatile coherent nontemporal imageBuffer, int, float); Step #5: highp int imageSize(readonly writeonly volatile coherent nontemporal iimageBuffer); Step #5: highp 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: highp int imageSize(readonly writeonly volatile coherent nontemporal uimageBuffer); Step #5: highp 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: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal image2DArray); Step #5: highp vec4 imageLoad(readonly volatile coherent nontemporal image2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DArray, ivec3, vec4); Step #5: float imageAtomicExchange(volatile coherent nontemporal image2DArray, ivec3, float); Step #5: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal iimage2DArray); 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 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: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal uimage2DArray); Step #5: highp 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: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal imageCubeArray); Step #5: highp vec4 imageLoad(readonly volatile coherent nontemporal imageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal imageCubeArray, ivec3, vec4); Step #5: float imageAtomicExchange(volatile coherent nontemporal imageCubeArray, ivec3, float); Step #5: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal iimageCubeArray); Step #5: highp 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: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal uimageCubeArray); Step #5: highp 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: const int gl_ScopeDevice = 1; Step #5: const int gl_ScopeWorkgroup = 2; Step #5: const int gl_ScopeSubgroup = 3; Step #5: const int gl_ScopeInvocation = 4; Step #5: const int gl_ScopeQueueFamily = 5; Step #5: const int gl_ScopeShaderCallEXT = 6; Step #5: const int gl_SemanticsRelaxed = 0x0; Step #5: const int gl_SemanticsAcquire = 0x2; Step #5: const int gl_SemanticsRelease = 0x4; Step #5: const int gl_SemanticsAcquireRelease = 0x8; Step #5: const int gl_SemanticsMakeAvailable = 0x2000; Step #5: const int gl_SemanticsMakeVisible = 0x4000; Step #5: const int gl_SemanticsVolatile = 0x8000; Step #5: const int gl_StorageSemanticsNone = 0x0; Step #5: const int gl_StorageSemanticsBuffer = 0x40; Step #5: const int gl_StorageSemanticsShared = 0x100; Step #5: const int gl_StorageSemanticsImage = 0x800; Step #5: const int gl_StorageSemanticsOutput = 0x1000; Step #5: highp ivec2 imageSize(readonly writeonly volatile coherent nontemporal i64image2D); Step #5: highp i64vec4 imageLoad(readonly volatile coherent nontemporal i64image2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal i64image2D, ivec2, i64vec4); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image2D, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image2D, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image2D, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image2D, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image2D, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image2D, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image2D, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, highp int64_t); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, highp int64_t, int, int, int, int, int); Step #5: highp int64_t imageAtomicLoad(volatile coherent nontemporal i64image2D, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, int, int, int); Step #5: highp ivec2 imageSize(readonly writeonly volatile coherent nontemporal u64image2D); Step #5: highp u64vec4 imageLoad(readonly volatile coherent nontemporal u64image2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal u64image2D, ivec2, u64vec4); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, highp uint64_t); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, highp uint64_t, int, int, int, int, int); Step #5: highp uint64_t imageAtomicLoad(volatile coherent nontemporal u64image2D, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, int, int, int); Step #5: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal i64image3D); Step #5: highp i64vec4 imageLoad(readonly volatile coherent nontemporal i64image3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal i64image3D, ivec3, i64vec4); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image3D, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image3D, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image3D, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image3D, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image3D, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image3D, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image3D, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, highp int64_t); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, highp int64_t, int, int, int, int, int); Step #5: highp int64_t imageAtomicLoad(volatile coherent nontemporal i64image3D, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, int, int, int); Step #5: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal u64image3D); Step #5: highp u64vec4 imageLoad(readonly volatile coherent nontemporal u64image3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal u64image3D, ivec3, u64vec4); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, highp uint64_t); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, highp uint64_t, int, int, int, int, int); Step #5: highp uint64_t imageAtomicLoad(volatile coherent nontemporal u64image3D, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, int, int, int); Step #5: highp ivec2 imageSize(readonly writeonly volatile coherent nontemporal i64imageCube); Step #5: highp i64vec4 imageLoad(readonly volatile coherent nontemporal i64imageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal i64imageCube, ivec3, i64vec4); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, highp int64_t); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, highp int64_t, int, int, int, int, int); Step #5: highp int64_t imageAtomicLoad(volatile coherent nontemporal i64imageCube, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, int, int, int); Step #5: highp ivec2 imageSize(readonly writeonly volatile coherent nontemporal u64imageCube); Step #5: highp u64vec4 imageLoad(readonly volatile coherent nontemporal u64imageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal u64imageCube, ivec3, u64vec4); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, highp uint64_t); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, highp uint64_t, int, int, int, int, int); Step #5: highp uint64_t imageAtomicLoad(volatile coherent nontemporal u64imageCube, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, int, int, int); Step #5: highp int imageSize(readonly writeonly volatile coherent nontemporal i64imageBuffer); Step #5: highp i64vec4 imageLoad(readonly volatile coherent nontemporal i64imageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal i64imageBuffer, int, i64vec4); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64imageBuffer, int, highp int64_t); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64imageBuffer, int, highp int64_t); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64imageBuffer, int, highp int64_t); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64imageBuffer, int, highp int64_t); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64imageBuffer, int, highp int64_t); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64imageBuffer, int, highp int64_t); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64imageBuffer, int, highp int64_t); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, highp int64_t); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, highp int64_t, int, int, int, int, int); Step #5: highp int64_t imageAtomicLoad(volatile coherent nontemporal i64imageBuffer, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, int, int, int); Step #5: highp int imageSize(readonly writeonly volatile coherent nontemporal u64imageBuffer); Step #5: highp u64vec4 imageLoad(readonly volatile coherent nontemporal u64imageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal u64imageBuffer, int, u64vec4); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, highp uint64_t); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, highp uint64_t, int, int, int, int, int); Step #5: highp uint64_t imageAtomicLoad(volatile coherent nontemporal u64imageBuffer, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, int, int, int); Step #5: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal i64image2DArray); Step #5: highp i64vec4 imageLoad(readonly volatile coherent nontemporal i64image2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal i64image2DArray, ivec3, i64vec4); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, highp int64_t); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, highp int64_t, int, int, int, int, int); Step #5: highp int64_t imageAtomicLoad(volatile coherent nontemporal i64image2DArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, int, int, int); Step #5: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal u64image2DArray); Step #5: highp u64vec4 imageLoad(readonly volatile coherent nontemporal u64image2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal u64image2DArray, ivec3, u64vec4); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, highp uint64_t); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, highp uint64_t, int, int, int, int, int); Step #5: highp uint64_t imageAtomicLoad(volatile coherent nontemporal u64image2DArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, int, int, int); Step #5: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal i64imageCubeArray); Step #5: highp i64vec4 imageLoad(readonly volatile coherent nontemporal i64imageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal i64imageCubeArray, ivec3, i64vec4); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, highp int64_t); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, highp int64_t, int, int, int, int, int); Step #5: highp int64_t imageAtomicLoad(volatile coherent nontemporal i64imageCubeArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, int, int, int); Step #5: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal u64imageCubeArray); Step #5: highp u64vec4 imageLoad(readonly volatile coherent nontemporal u64imageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal u64imageCubeArray, ivec3, u64vec4); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, highp uint64_t); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, highp uint64_t, int, int, int, int, int); Step #5: highp uint64_t imageAtomicLoad(volatile coherent nontemporal u64imageCubeArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, int, int, int); Step #5: highp ivec2 imageSize(readonly writeonly volatile coherent nontemporal i64image2DMS); Step #5: highp i64vec4 imageLoad(readonly volatile coherent nontemporal i64image2DMS, ivec2, int); Step #5: void imageStore(writeonly volatile coherent nontemporal i64image2DMS, ivec2, int, i64vec4); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, highp int64_t); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, highp int64_t, int, int, int, int, int); Step #5: highp int64_t imageAtomicLoad(volatile coherent nontemporal i64image2DMS, ivec2, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, int, int, int); Step #5: highp ivec2 imageSize(readonly writeonly volatile coherent nontemporal u64image2DMS); Step #5: highp u64vec4 imageLoad(readonly volatile coherent nontemporal u64image2DMS, ivec2, int); Step #5: void imageStore(writeonly volatile coherent nontemporal u64image2DMS, ivec2, int, u64vec4); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, highp uint64_t); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, highp uint64_t, int, int, int, int, int); Step #5: highp uint64_t imageAtomicLoad(volatile coherent nontemporal u64image2DMS, ivec2, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, int, int, int); Step #5: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal i64image2DMSArray); Step #5: highp i64vec4 imageLoad(readonly volatile coherent nontemporal i64image2DMSArray, ivec3, int); Step #5: void imageStore(writeonly volatile coherent nontemporal i64image2DMSArray, ivec3, int, i64vec4); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, highp int64_t); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, highp int64_t, int, int, int, int, int); Step #5: highp int64_t imageAtomicLoad(volatile coherent nontemporal i64image2DMSArray, ivec3, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, int, int, int); Step #5: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal u64image2DMSArray); Step #5: highp u64vec4 imageLoad(readonly volatile coherent nontemporal u64image2DMSArray, ivec3, int); Step #5: void imageStore(writeonly volatile coherent nontemporal u64image2DMSArray, ivec3, int, u64vec4); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, highp uint64_t); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, highp uint64_t, int, int, int, int, int); Step #5: highp uint64_t imageAtomicLoad(volatile coherent nontemporal u64image2DMSArray, ivec3, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, int, int, int); Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:440: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: vector radians(vector); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: vector degrees(vector); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: vector sin(vector); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: vector cos(vector); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: vector tan(vector); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: vector asin(vector); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: vector acos(vector); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: vector atan(vector,vector); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: vector atan(vector); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: vector pow(vector,vector); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: vector exp(vector); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: vector log(vector); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: vector exp2(vector); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: vector log2(vector); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: vector sqrt(vector); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: vector inversesqrt(vector); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: vector abs(vector); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: vector sign(vector); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: vector floor(vector); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: vector ceil(vector); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: vector fract(vector); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: vector mod(vector,vector); Step #5: vector mod(vector,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: vector min(vector,vector); Step #5: vector min(vector,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: vector max(vector,vector); Step #5: vector max(vector,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: vector clamp(vector,vector,vector); Step #5: vector clamp(vector,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: vector mix(vector,vector,vector); Step #5: vector mix(vector,vector,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: vector step(vector,vector); Step #5: vector step(float,vector); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: vector smoothstep(vector,vector,vector); Step #5: vector smoothstep(float,float,vector); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: vector normalize(vector); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: vector faceforward(vector,vector,vector); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: vector reflect(vector,vector); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: vector refract(vector,vector,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float length(vector); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float distance(vector,vector); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: float dot(vector,vector); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: vector lessThan(vector,vector); Step #5: vector lessThan(vector,vector); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: vector lessThanEqual(vector,vector); Step #5: vector lessThanEqual(vector,vector); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: vector greaterThan(vector,vector); Step #5: vector greaterThan(vector,vector); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: vector greaterThanEqual(vector,vector); Step #5: vector greaterThanEqual(vector,vector); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: vector equal(vector,vector); Step #5: vector equal(vector,vector); Step #5: vector equal(vector,vector); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: vector notEqual(vector,vector); Step #5: vector notEqual(vector,vector); Step #5: vector notEqual(vector,vector); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool any(vector); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bool all(vector); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: vector not(vector); Step #5: float sinh(float); Step #5: vec2 sinh(vec2); Step #5: vec3 sinh(vec3); Step #5: vec4 sinh(vec4); Step #5: vector sinh(vector); Step #5: float cosh(float); Step #5: vec2 cosh(vec2); Step #5: vec3 cosh(vec3); Step #5: vec4 cosh(vec4); Step #5: vector cosh(vector); Step #5: float tanh(float); Step #5: vec2 tanh(vec2); Step #5: vec3 tanh(vec3); Step #5: vec4 tanh(vec4); Step #5: vector tanh(vector); Step #5: float asinh(float); Step #5: vec2 asinh(vec2); Step #5: vec3 asinh(vec3); Step #5: vec4 asinh(vec4); Step #5: vector asinh(vector); Step #5: float acosh(float); Step #5: vec2 acosh(vec2); Step #5: vec3 acosh(vec3); Step #5: vec4 acosh(vec4); Step #5: vector acosh(vector); Step #5: float atanh(float); Step #5: vec2 atanh(vec2); Step #5: vec3 atanh(vec3); Step #5: vec4 atanh(vec4); Step #5: vector atanh(vector); Step #5: int abs(int); Step #5: ivec2 abs(ivec2); Step #5: ivec3 abs(ivec3); Step #5: ivec4 abs(ivec4); Step #5: vector abs(vector); Step #5: int sign(int); Step #5: ivec2 sign(ivec2); Step #5: ivec3 sign(ivec3); Step #5: ivec4 sign(ivec4); Step #5: vector sign(vector); Step #5: float trunc(float); Step #5: vec2 trunc(vec2); Step #5: vec3 trunc(vec3); Step #5: vec4 trunc(vec4); Step #5: vector trunc(vector); Step #5: float round(float); Step #5: vec2 round(vec2); Step #5: vec3 round(vec3); Step #5: vec4 round(vec4); Step #5: vector round(vector); Step #5: float roundEven(float); Step #5: vec2 roundEven(vec2); Step #5: vec3 roundEven(vec3); Step #5: vec4 roundEven(vec4); Step #5: vector roundEven(vector); 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: vector modf(vector,out vector); 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: vector min(vector,vector); Step #5: vector min(vector,vector); Step #5: vector min(vector,int); Step #5: vector min(vector,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: vector max(vector,vector); Step #5: vector max(vector,vector); Step #5: vector max(vector,int); Step #5: vector max(vector,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: vector clamp(vector,vector,vector); Step #5: vector clamp(vector,vector,vector); Step #5: vector clamp(vector,int,int); Step #5: vector clamp(vector,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: vector mix(vector,vector,vector); Step #5: bool isinf(float); Step #5: bvec2 isinf(vec2); Step #5: bvec3 isinf(vec3); Step #5: bvec4 isinf(vec4); Step #5: vector isinf(vector); Step #5: bool isnan(float); Step #5: bvec2 isnan(vec2); Step #5: bvec3 isnan(vec3); Step #5: bvec4 isnan(vec4); Step #5: vector isnan(vector); Step #5: bvec2 lessThan(uvec2,uvec2); Step #5: bvec3 lessThan(uvec3,uvec3); Step #5: bvec4 lessThan(uvec4,uvec4); Step #5: vector lessThan(vector,vector); Step #5: bvec2 lessThanEqual(uvec2,uvec2); Step #5: bvec3 lessThanEqual(uvec3,uvec3); Step #5: bvec4 lessThanEqual(uvec4,uvec4); Step #5: vector lessThanEqual(vector,vector); Step #5: bvec2 greaterThan(uvec2,uvec2); Step #5: bvec3 greaterThan(uvec3,uvec3); Step #5: bvec4 greaterThan(uvec4,uvec4); Step #5: vector greaterThan(vector,vector); Step #5: bvec2 greaterThanEqual(uvec2,uvec2); Step #5: bvec3 greaterThanEqual(uvec3,uvec3); Step #5: bvec4 greaterThanEqual(uvec4,uvec4); Step #5: vector greaterThanEqual(vector,vector); Step #5: bvec2 equal(uvec2,uvec2); Step #5: bvec3 equal(uvec3,uvec3); Step #5: bvec4 equal(uvec4,uvec4); Step #5: vector equal(vector,vector); Step #5: bvec2 notEqual(uvec2,uvec2); Step #5: bvec3 notEqual(uvec3,uvec3); Step #5: bvec4 notEqual(uvec4,uvec4); Step #5: vector notEqual(vector,vector); 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: vec4 texture2D(sampler2D, 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: 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: bool subgroupAllEqual(vector); 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: vector subgroupBroadcast(vector, 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: vector subgroupBroadcastFirst(vector); 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: vector subgroupShuffle(vector, 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: vector subgroupShuffleXor(vector, 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: vector subgroupShuffleUp(vector, 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: vector subgroupShuffleDown(vector, 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: vector subgroupRotate(vector, 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: vector subgroupClusteredRotate(vector, 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: vector subgroupAdd(vector); 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: vector subgroupMul(vector); 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: vector subgroupMin(vector); 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: vector subgroupMax(vector); 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: vector subgroupAnd(vector); 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: vector subgroupOr(vector); 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: vector subgroupXor(vector); 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: vector subgroupInclusiveAdd(vector); 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: vector subgroupInclusiveMul(vector); 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: vector subgroupInclusiveMin(vector); 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: vector subgroupInclusiveMax(vector); 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: vector subgroupInclusiveAnd(vector); 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: vector subgroupInclusiveOr(vector); 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: vector subgroupInclusiveXor(vector); 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: vector subgroupExclusiveAdd(vector); 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: vector subgroupExclusiveMul(vector); 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: vector subgroupExclusiveMin(vector); 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: vector subgroupExclusiveMax(vector); 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: vector subgroupExclusiveAnd(vector); 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: vector subgroupExclusiveOr(vector); 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: vector subgroupExclusiveXor(vector); 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: vector subgroupClusteredAdd(vector, 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: vector subgroupClusteredMul(vector, 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: vector subgroupClusteredMin(vector, 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: vector subgroupClusteredMax(vector, 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: vector subgroupClusteredAnd(vector, 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: vector subgroupClusteredOr(vector, 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: vector subgroupClusteredXor(vector, 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: vector subgroupQuadBroadcast(vector, 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: vector subgroupQuadSwapHorizontal(vector); 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: vector subgroupQuadSwapVertical(vector); 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: vector subgroupQuadSwapDiagonal(vector); 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: uvec4 subgroupPartitionNV(vector); 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: vector subgroupPartitionedAddNV(vector, 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: vector subgroupPartitionedMulNV(vector, 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: vector subgroupPartitionedMinNV(vector, 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: vector subgroupPartitionedMaxNV(vector, 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: vector subgroupPartitionedAndNV(vector, 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: vector subgroupPartitionedOrNV(vector, 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: vector subgroupPartitionedXorNV(vector, 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: vector subgroupPartitionedInclusiveAddNV(vector, 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: vector subgroupPartitionedInclusiveMulNV(vector, 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: vector subgroupPartitionedInclusiveMinNV(vector, 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: vector subgroupPartitionedInclusiveMaxNV(vector, 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: vector subgroupPartitionedInclusiveAndNV(vector, 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: vector subgroupPartitionedInclusiveOrNV(vector, 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: vector subgroupPartitionedInclusiveXorNV(vector, 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: vector subgroupPartitionedExclusiveAddNV(vector, 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: vector subgroupPartitionedExclusiveMulNV(vector, 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: vector subgroupPartitionedExclusiveMinNV(vector, 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: vector subgroupPartitionedExclusiveMaxNV(vector, 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: vector subgroupPartitionedExclusiveAndNV(vector, 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: vector subgroupPartitionedExclusiveOrNV(vector, 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: vector subgroupPartitionedExclusiveXorNV(vector, 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: 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 memoryBarrier();void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {float near;float far;float diff;};uniform gl_DepthRangeParameters gl_DepthRange; 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: vec4 texelFetch(texture1D,int,int); Step #5: vec4 texelFetchOffset(texture1D,int,int,int); Step #5: int textureSize(texture1D,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: ivec4 texelFetch(itexture1D,int,int); Step #5: ivec4 texelFetchOffset(itexture1D,int,int,int); Step #5: int textureSize(itexture1D,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: uvec4 texelFetch(utexture1D,int,int); Step #5: uvec4 texelFetchOffset(utexture1D,int,int,int); Step #5: int textureSize(utexture1D,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: vec4 texelFetch(texture2D,ivec2,int); Step #5: vec4 texelFetchOffset(texture2D,ivec2,int,ivec2); Step #5: ivec2 textureSize(texture2D,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: ivec4 texelFetch(itexture2D,ivec2,int); Step #5: ivec4 texelFetchOffset(itexture2D,ivec2,int,ivec2); Step #5: ivec2 textureSize(itexture2D,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: uvec4 texelFetch(utexture2D,ivec2,int); Step #5: uvec4 texelFetchOffset(utexture2D,ivec2,int,ivec2); Step #5: ivec2 textureSize(utexture2D,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: vec4 texelFetch(texture3D,ivec3,int); Step #5: vec4 texelFetchOffset(texture3D,ivec3,int,ivec3); Step #5: ivec3 textureSize(texture3D,int); 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: ivec4 texelFetch(itexture3D,ivec3,int); Step #5: ivec4 texelFetchOffset(itexture3D,ivec3,int,ivec3); Step #5: ivec3 textureSize(itexture3D,int); 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: uvec4 texelFetch(utexture3D,ivec3,int); Step #5: uvec4 texelFetchOffset(utexture3D,ivec3,int,ivec3); Step #5: ivec3 textureSize(utexture3D,int); 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(textureCube,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(itextureCube,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(utextureCube,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: vec4 texelFetch(texture2DRect,ivec2); Step #5: vec4 texelFetchOffset(texture2DRect,ivec2,ivec2); Step #5: ivec2 textureSize(texture2DRect); 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: ivec4 texelFetch(itexture2DRect,ivec2); Step #5: ivec4 texelFetchOffset(itexture2DRect,ivec2,ivec2); Step #5: ivec2 textureSize(itexture2DRect); 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: uvec4 texelFetch(utexture2DRect,ivec2); Step #5: uvec4 texelFetchOffset(utexture2DRect,ivec2,ivec2); Step #5: ivec2 textureSize(utexture2DRect); Step #5: int textureSize(samplerBuffer); Step #5: vec4 texelFetch(samplerBuffer,int); Step #5: vec4 texelFetch(textureBuffer,int); Step #5: int textureSize(textureBuffer); Step #5: int textureSize(isamplerBuffer); Step #5: ivec4 texelFetch(isamplerBuffer,int); Step #5: ivec4 texelFetch(itextureBuffer,int); Step #5: int textureSize(itextureBuffer); Step #5: int textureSize(usamplerBuffer); Step #5: uvec4 texelFetch(usamplerBuffer,int); Step #5: uvec4 texelFetch(utextureBuffer,int); Step #5: int textureSize(utextureBuffer); 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: vec4 texelFetch(texture1DArray,ivec2,int); Step #5: vec4 texelFetchOffset(texture1DArray,ivec2,int,int); Step #5: ivec2 textureSize(texture1DArray,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: ivec4 texelFetch(itexture1DArray,ivec2,int); Step #5: ivec4 texelFetchOffset(itexture1DArray,ivec2,int,int); Step #5: ivec2 textureSize(itexture1DArray,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: uvec4 texelFetch(utexture1DArray,ivec2,int); Step #5: uvec4 texelFetchOffset(utexture1DArray,ivec2,int,int); Step #5: ivec2 textureSize(utexture1DArray,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: vec4 texelFetch(texture2DArray,ivec3,int); Step #5: vec4 texelFetchOffset(texture2DArray,ivec3,int,ivec2); Step #5: ivec3 textureSize(texture2DArray,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: ivec4 texelFetch(itexture2DArray,ivec3,int); Step #5: ivec4 texelFetchOffset(itexture2DArray,ivec3,int,ivec2); Step #5: ivec3 textureSize(itexture2DArray,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: uvec4 texelFetch(utexture2DArray,ivec3,int); Step #5: uvec4 texelFetchOffset(utexture2DArray,ivec3,int,ivec2); Step #5: ivec3 textureSize(utexture2DArray,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(textureCubeArray,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(itextureCubeArray,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: ivec3 textureSize(utextureCubeArray,int); Step #5: ivec2 textureSize(sampler2DMS); Step #5: vec4 texelFetch(sampler2DMS,ivec2,int); Step #5: vec4 texelFetch(texture2DMS,ivec2,int); Step #5: ivec2 textureSize(texture2DMS); Step #5: ivec2 textureSize(isampler2DMS); Step #5: ivec4 texelFetch(isampler2DMS,ivec2,int); Step #5: ivec4 texelFetch(itexture2DMS,ivec2,int); Step #5: ivec2 textureSize(itexture2DMS); Step #5: ivec2 textureSize(usampler2DMS); Step #5: uvec4 texelFetch(usampler2DMS,ivec2,int); Step #5: uvec4 texelFetch(utexture2DMS,ivec2,int); Step #5: ivec2 textureSize(utexture2DMS); Step #5: ivec3 textureSize(sampler2DMSArray); Step #5: vec4 texelFetch(sampler2DMSArray,ivec3,int); Step #5: vec4 texelFetch(texture2DMSArray,ivec3,int); Step #5: ivec3 textureSize(texture2DMSArray); Step #5: ivec3 textureSize(isampler2DMSArray); Step #5: ivec4 texelFetch(isampler2DMSArray,ivec3,int); Step #5: ivec4 texelFetch(itexture2DMSArray,ivec3,int); Step #5: ivec3 textureSize(itexture2DMSArray); Step #5: ivec3 textureSize(usampler2DMSArray); Step #5: uvec4 texelFetch(usampler2DMSArray,ivec3,int); Step #5: uvec4 texelFetch(utexture2DMSArray,ivec3,int); Step #5: ivec3 textureSize(utexture2DMSArray); 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: 0:440: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:16: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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 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;vec4 gl_FragColor;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: 0:275: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: vector radians(vector); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: vector degrees(vector); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: vector sin(vector); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: vector cos(vector); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: vector tan(vector); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: vector asin(vector); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: vector acos(vector); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: vector atan(vector,vector); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: vector atan(vector); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: vector pow(vector,vector); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: vector exp(vector); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: vector log(vector); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: vector exp2(vector); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: vector log2(vector); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: vector sqrt(vector); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: vector inversesqrt(vector); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: vector abs(vector); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: vector sign(vector); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: vector floor(vector); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: vector ceil(vector); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: vector fract(vector); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: vector mod(vector,vector); Step #5: vector mod(vector,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: vector min(vector,vector); Step #5: vector min(vector,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: vector max(vector,vector); Step #5: vector max(vector,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: vector clamp(vector,vector,vector); Step #5: vector clamp(vector,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: vector mix(vector,vector,vector); Step #5: vector mix(vector,vector,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: vector step(vector,vector); Step #5: vector step(float,vector); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: vector smoothstep(vector,vector,vector); Step #5: vector smoothstep(float,float,vector); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: vector normalize(vector); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: vector faceforward(vector,vector,vector); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: vector reflect(vector,vector); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: vector refract(vector,vector,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float length(vector); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float distance(vector,vector); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: float dot(vector,vector); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: vector lessThan(vector,vector); Step #5: vector lessThan(vector,vector); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: vector lessThanEqual(vector,vector); Step #5: vector lessThanEqual(vector,vector); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: vector greaterThan(vector,vector); Step #5: vector greaterThan(vector,vector); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: vector greaterThanEqual(vector,vector); Step #5: vector greaterThanEqual(vector,vector); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: vector equal(vector,vector); Step #5: vector equal(vector,vector); Step #5: vector equal(vector,vector); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: vector notEqual(vector,vector); Step #5: vector notEqual(vector,vector); Step #5: vector notEqual(vector,vector); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool any(vector); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bool all(vector); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: vector not(vector); 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: void abortEXT(); 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: 0:275: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:16: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: 0:342: '' : 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: void abortEXT(); 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: void abortEXT(); 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: 0:342: '' : 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: void abortEXT(); 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: void abortEXT(); 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: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: 0:379: '' : 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 atomicAdd(coherent volatile nontemporal inout int,int); Step #5: uint atomicAdd(coherent volatile nontemporal inout uint,uint); Step #5: int atomicMin(coherent volatile nontemporal inout int,int); Step #5: uint atomicMin(coherent volatile nontemporal inout uint,uint); Step #5: int atomicMax(coherent volatile nontemporal inout int,int); Step #5: uint atomicMax(coherent volatile nontemporal inout uint,uint); Step #5: int atomicAnd(coherent volatile nontemporal inout int,int); Step #5: uint atomicAnd(coherent volatile nontemporal inout uint,uint); Step #5: int atomicOr(coherent volatile nontemporal inout int,int); Step #5: uint atomicOr(coherent volatile nontemporal inout uint,uint); Step #5: int atomicXor(coherent volatile nontemporal inout int,int); Step #5: uint atomicXor(coherent volatile nontemporal inout uint,uint); Step #5: int atomicExchange(coherent volatile nontemporal inout int,int); Step #5: uint atomicExchange(coherent volatile nontemporal inout uint,uint); Step #5: int atomicCompSwap(coherent volatile nontemporal inout int,int,int); Step #5: uint atomicCompSwap(coherent volatile nontemporal inout uint,uint,uint); Step #5: bool mix(bool,bool,bool); Step #5: bvec2 mix(bvec2,bvec2,bvec2); Step #5: bvec3 mix(bvec3,bvec3,bvec3); Step #5: bvec4 mix(bvec4,bvec4,bvec4); Step #5: int mix(int,int,bool); Step #5: ivec2 mix(ivec2,ivec2,bvec2); Step #5: ivec3 mix(ivec3,ivec3,bvec3); Step #5: ivec4 mix(ivec4,ivec4,bvec4); Step #5: uint mix(uint,uint,bool); Step #5: uvec2 mix(uvec2,uvec2,bvec2); Step #5: uvec3 mix(uvec3,uvec3,bvec3); Step #5: uvec4 mix(uvec4,uvec4,bvec4); Step #5: float64_t sqrt(float64_t);f64vec2 sqrt(f64vec2);f64vec3 sqrt(f64vec3);f64vec4 sqrt(f64vec4);float64_t inversesqrt(float64_t);f64vec2 inversesqrt(f64vec2);f64vec3 inversesqrt(f64vec3);f64vec4 inversesqrt(f64vec4);float64_t abs(float64_t);f64vec2 abs(f64vec2);f64vec3 abs(f64vec3);f64vec4 abs(f64vec4);float64_t sign(float64_t);f64vec2 sign(f64vec2);f64vec3 sign(f64vec3);f64vec4 sign(f64vec4);float64_t floor(float64_t);f64vec2 floor(f64vec2);f64vec3 floor(f64vec3);f64vec4 floor(f64vec4);float64_t trunc(float64_t);f64vec2 trunc(f64vec2);f64vec3 trunc(f64vec3);f64vec4 trunc(f64vec4);float64_t round(float64_t);f64vec2 round(f64vec2);f64vec3 round(f64vec3);f64vec4 round(f64vec4);float64_t roundEven(float64_t);f64vec2 roundEven(f64vec2);f64vec3 roundEven(f64vec3);f64vec4 roundEven(f64vec4);float64_t ceil(float64_t);f64vec2 ceil(f64vec2);f64vec3 ceil(f64vec3);f64vec4 ceil(f64vec4);float64_t fract(float64_t);f64vec2 fract(f64vec2);f64vec3 fract(f64vec3);f64vec4 fract(f64vec4);float64_t mod(float64_t, float64_t);f64vec2 mod(f64vec2 , float64_t);f64vec3 mod(f64vec3 , float64_t);f64vec4 mod(f64vec4 , float64_t);f64vec2 mod(f64vec2 , f64vec2);f64vec3 mod(f64vec3 , f64vec3);f64vec4 mod(f64vec4 , f64vec4);float64_t modf(float64_t, out float64_t);f64vec2 modf(f64vec2, out f64vec2);f64vec3 modf(f64vec3, out f64vec3);f64vec4 modf(f64vec4, out f64vec4);float64_t min(float64_t, float64_t);f64vec2 min(f64vec2, float64_t);f64vec3 min(f64vec3, float64_t);f64vec4 min(f64vec4, float64_t);f64vec2 min(f64vec2, f64vec2);f64vec3 min(f64vec3, f64vec3);f64vec4 min(f64vec4, f64vec4);float64_t max(float64_t, float64_t);f64vec2 max(f64vec2 , float64_t);f64vec3 max(f64vec3 , float64_t);f64vec4 max(f64vec4 , float64_t);f64vec2 max(f64vec2 , f64vec2);f64vec3 max(f64vec3 , f64vec3);f64vec4 max(f64vec4 , f64vec4);float64_t clamp(float64_t, float64_t, float64_t);f64vec2 clamp(f64vec2 , float64_t, float64_t);f64vec3 clamp(f64vec3 , float64_t, float64_t);f64vec4 clamp(f64vec4 , float64_t, float64_t);f64vec2 clamp(f64vec2 , f64vec2 , f64vec2);f64vec3 clamp(f64vec3 , f64vec3 , f64vec3);f64vec4 clamp(f64vec4 , f64vec4 , f64vec4);float64_t mix(float64_t, float64_t, float64_t);f64vec2 mix(f64vec2, f64vec2, float64_t);f64vec3 mix(f64vec3, f64vec3, float64_t);f64vec4 mix(f64vec4, f64vec4, float64_t);f64vec2 mix(f64vec2, f64vec2, f64vec2);f64vec3 mix(f64vec3, f64vec3, f64vec3);f64vec4 mix(f64vec4, f64vec4, f64vec4);float64_t mix(float64_t, float64_t, bool);f64vec2 mix(f64vec2, f64vec2, bvec2);f64vec3 mix(f64vec3, f64vec3, bvec3);f64vec4 mix(f64vec4, f64vec4, bvec4);float64_t step(float64_t, float64_t);f64vec2 step(f64vec2 , f64vec2);f64vec3 step(f64vec3 , f64vec3);f64vec4 step(f64vec4 , f64vec4);f64vec2 step(float64_t, f64vec2);f64vec3 step(float64_t, f64vec3);f64vec4 step(float64_t, f64vec4);float64_t smoothstep(float64_t, float64_t, float64_t);f64vec2 smoothstep(f64vec2 , f64vec2 , f64vec2);f64vec3 smoothstep(f64vec3 , f64vec3 , f64vec3);f64vec4 smoothstep(f64vec4 , f64vec4 , f64vec4);f64vec2 smoothstep(float64_t, float64_t, f64vec2);f64vec3 smoothstep(float64_t, float64_t, f64vec3);f64vec4 smoothstep(float64_t, float64_t, f64vec4);float64_t length(float64_t);float64_t length(f64vec2);float64_t length(f64vec3);float64_t length(f64vec4);float64_t distance(float64_t, float64_t);float64_t distance(f64vec2 , f64vec2);float64_t distance(f64vec3 , f64vec3);float64_t distance(f64vec4 , f64vec4);float64_t dot(float64_t, float64_t);float64_t dot(f64vec2 , f64vec2);float64_t dot(f64vec3 , f64vec3);float64_t dot(f64vec4 , f64vec4);f64vec3 cross(f64vec3, f64vec3);float64_t normalize(float64_t);f64vec2 normalize(f64vec2);f64vec3 normalize(f64vec3);f64vec4 normalize(f64vec4);float64_t faceforward(float64_t, float64_t, float64_t);f64vec2 faceforward(f64vec2, f64vec2, f64vec2);f64vec3 faceforward(f64vec3, f64vec3, f64vec3);f64vec4 faceforward(f64vec4, f64vec4, f64vec4);float64_t reflect(float64_t, float64_t);f64vec2 reflect(f64vec2 , f64vec2 );f64vec3 reflect(f64vec3 , f64vec3 );f64vec4 reflect(f64vec4 , f64vec4 );float64_t refract(float64_t, float64_t, float64_t);f64vec2 refract(f64vec2 , f64vec2 , float64_t);f64vec3 refract(f64vec3 , f64vec3 , float64_t);f64vec4 refract(f64vec4 , f64vec4 , float64_t);f64mat2 matrixCompMult(f64mat2, f64mat2);f64mat3 matrixCompMult(f64mat3, f64mat3);f64mat4 matrixCompMult(f64mat4, f64mat4);f64mat2x3 matrixCompMult(f64mat2x3, f64mat2x3);f64mat2x4 matrixCompMult(f64mat2x4, f64mat2x4);f64mat3x2 matrixCompMult(f64mat3x2, f64mat3x2);f64mat3x4 matrixCompMult(f64mat3x4, f64mat3x4);f64mat4x2 matrixCompMult(f64mat4x2, f64mat4x2);f64mat4x3 matrixCompMult(f64mat4x3, f64mat4x3);f64mat2 outerProduct(f64vec2, f64vec2);f64mat3 outerProduct(f64vec3, f64vec3);f64mat4 outerProduct(f64vec4, f64vec4);f64mat2x3 outerProduct(f64vec3, f64vec2);f64mat3x2 outerProduct(f64vec2, f64vec3);f64mat2x4 outerProduct(f64vec4, f64vec2);f64mat4x2 outerProduct(f64vec2, f64vec4);f64mat3x4 outerProduct(f64vec4, f64vec3);f64mat4x3 outerProduct(f64vec3, f64vec4);f64mat2 transpose(f64mat2);f64mat3 transpose(f64mat3);f64mat4 transpose(f64mat4);f64mat2x3 transpose(f64mat3x2);f64mat3x2 transpose(f64mat2x3);f64mat2x4 transpose(f64mat4x2);f64mat4x2 transpose(f64mat2x4);f64mat3x4 transpose(f64mat4x3);f64mat4x3 transpose(f64mat3x4);float64_t determinant(f64mat2);float64_t determinant(f64mat3);float64_t determinant(f64mat4);f64mat2 inverse(f64mat2);f64mat3 inverse(f64mat3);f64mat4 inverse(f64mat4); Step #5: int64_t abs(int64_t);i64vec2 abs(i64vec2);i64vec3 abs(i64vec3);i64vec4 abs(i64vec4);int64_t sign(int64_t);i64vec2 sign(i64vec2);i64vec3 sign(i64vec3);i64vec4 sign(i64vec4);int64_t min(int64_t, int64_t);i64vec2 min(i64vec2, int64_t);i64vec3 min(i64vec3, int64_t);i64vec4 min(i64vec4, int64_t);i64vec2 min(i64vec2, i64vec2);i64vec3 min(i64vec3, i64vec3);i64vec4 min(i64vec4, i64vec4);uint64_t min(uint64_t, uint64_t);u64vec2 min(u64vec2, uint64_t);u64vec3 min(u64vec3, uint64_t);u64vec4 min(u64vec4, uint64_t);u64vec2 min(u64vec2, u64vec2);u64vec3 min(u64vec3, u64vec3);u64vec4 min(u64vec4, u64vec4);int64_t max(int64_t, int64_t);i64vec2 max(i64vec2, int64_t);i64vec3 max(i64vec3, int64_t);i64vec4 max(i64vec4, int64_t);i64vec2 max(i64vec2, i64vec2);i64vec3 max(i64vec3, i64vec3);i64vec4 max(i64vec4, i64vec4);uint64_t max(uint64_t, uint64_t);u64vec2 max(u64vec2, uint64_t);u64vec3 max(u64vec3, uint64_t);u64vec4 max(u64vec4, uint64_t);u64vec2 max(u64vec2, u64vec2);u64vec3 max(u64vec3, u64vec3);u64vec4 max(u64vec4, u64vec4);int64_t clamp(int64_t, int64_t, int64_t);i64vec2 clamp(i64vec2, int64_t, int64_t);i64vec3 clamp(i64vec3, int64_t, int64_t);i64vec4 clamp(i64vec4, int64_t, int64_t);i64vec2 clamp(i64vec2, i64vec2, i64vec2);i64vec3 clamp(i64vec3, i64vec3, i64vec3);i64vec4 clamp(i64vec4, i64vec4, i64vec4);uint64_t clamp(uint64_t, uint64_t, uint64_t);u64vec2 clamp(u64vec2, uint64_t, uint64_t);u64vec3 clamp(u64vec3, uint64_t, uint64_t);u64vec4 clamp(u64vec4, uint64_t, uint64_t);u64vec2 clamp(u64vec2, u64vec2, u64vec2);u64vec3 clamp(u64vec3, u64vec3, u64vec3);u64vec4 clamp(u64vec4, u64vec4, u64vec4);int64_t mix(int64_t, int64_t, bool);i64vec2 mix(i64vec2, i64vec2, bvec2);i64vec3 mix(i64vec3, i64vec3, bvec3);i64vec4 mix(i64vec4, i64vec4, bvec4);uint64_t mix(uint64_t, uint64_t, bool);u64vec2 mix(u64vec2, u64vec2, bvec2);u64vec3 mix(u64vec3, u64vec3, bvec3);u64vec4 mix(u64vec4, u64vec4, bvec4);int64_t doubleBitsToInt64(float64_t);i64vec2 doubleBitsToInt64(f64vec2);i64vec3 doubleBitsToInt64(f64vec3);i64vec4 doubleBitsToInt64(f64vec4);uint64_t doubleBitsToUint64(float64_t);u64vec2 doubleBitsToUint64(f64vec2);u64vec3 doubleBitsToUint64(f64vec3);u64vec4 doubleBitsToUint64(f64vec4);float64_t int64BitsToDouble(int64_t);f64vec2 int64BitsToDouble(i64vec2);f64vec3 int64BitsToDouble(i64vec3);f64vec4 int64BitsToDouble(i64vec4);float64_t uint64BitsToDouble(uint64_t);f64vec2 uint64BitsToDouble(u64vec2);f64vec3 uint64BitsToDouble(u64vec3);f64vec4 uint64BitsToDouble(u64vec4);int64_t packInt2x32(ivec2);uint64_t packUint2x32(uvec2);ivec2 unpackInt2x32(int64_t);uvec2 unpackUint2x32(uint64_t);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);int64_t bitCount(int64_t);i64vec2 bitCount(i64vec2);i64vec3 bitCount(i64vec3);i64vec4 bitCount(i64vec4);int64_t bitCount(uint64_t);i64vec2 bitCount(u64vec2);i64vec3 bitCount(u64vec3);i64vec4 bitCount(u64vec4);int64_t findLSB(int64_t);i64vec2 findLSB(i64vec2);i64vec3 findLSB(i64vec3);i64vec4 findLSB(i64vec4);int64_t findLSB(uint64_t);i64vec2 findLSB(u64vec2);i64vec3 findLSB(u64vec3);i64vec4 findLSB(u64vec4);int64_t findMSB(int64_t);i64vec2 findMSB(i64vec2);i64vec3 findMSB(i64vec3);i64vec4 findMSB(i64vec4);int64_t findMSB(uint64_t);i64vec2 findMSB(u64vec2);i64vec3 findMSB(u64vec3);i64vec4 findMSB(u64vec4); Step #5: uint atomicAdd(coherent volatile nontemporal inout uint, uint, int, int, int); int atomicAdd(coherent volatile nontemporal inout int, int, int, int, int);uint atomicMin(coherent volatile nontemporal inout uint, uint, int, int, int); int atomicMin(coherent volatile nontemporal inout int, int, int, int, int);uint atomicMax(coherent volatile nontemporal inout uint, uint, int, int, int); int atomicMax(coherent volatile nontemporal inout int, int, int, int, int);uint atomicAnd(coherent volatile nontemporal inout uint, uint, int, int, int); int atomicAnd(coherent volatile nontemporal inout int, int, int, int, int);uint atomicOr (coherent volatile nontemporal inout uint, uint, int, int, int); int atomicOr (coherent volatile nontemporal inout int, int, int, int, int);uint atomicXor(coherent volatile nontemporal inout uint, uint, int, int, int); int atomicXor(coherent volatile nontemporal inout int, int, int, int, int);uint atomicExchange(coherent volatile nontemporal inout uint, uint, int, int, int); int atomicExchange(coherent volatile nontemporal inout int, int, int, int, int);uint atomicCompSwap(coherent volatile nontemporal inout uint, uint, uint, int, int, int, int, int); int atomicCompSwap(coherent volatile nontemporal inout int, int, int, int, int, int, int, int);uint atomicLoad(coherent volatile nontemporal in uint, int, int, int); int atomicLoad(coherent volatile nontemporal in int, int, int, int);void atomicStore(coherent volatile nontemporal out uint, uint, int, int, int);void atomicStore(coherent volatile nontemporal out int, int, int, int, int); 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: float64_t fma(float64_t, float64_t, float64_t);f64vec2 fma(f64vec2, f64vec2, f64vec2 );f64vec3 fma(f64vec3, f64vec3, f64vec3 );f64vec4 fma(f64vec4, f64vec4, f64vec4 ); 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: float64_t frexp(float64_t, out int);f64vec2 frexp( f64vec2, out ivec2);f64vec3 frexp( f64vec3, out ivec3);f64vec4 frexp( f64vec4, out ivec4);float64_t ldexp(float64_t, int);f64vec2 ldexp( f64vec2, ivec2);f64vec3 ldexp( f64vec3, ivec3);f64vec4 ldexp( f64vec4, ivec4); 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: highp uint packSnorm4x8(vec4);highp uint packUnorm4x8(vec4); Step #5: mediump vec4 unpackSnorm4x8(highp uint);mediump 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: 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: 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: lowp int findLSB( int);lowp ivec2 findLSB(ivec2);lowp ivec3 findLSB(ivec3);lowp ivec4 findLSB(ivec4);lowp int findLSB( uint);lowp ivec2 findLSB(uvec2);lowp ivec3 findLSB(uvec3);lowp ivec4 findLSB(uvec4); 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: lowp int bitCount( int);lowp ivec2 bitCount(ivec2);lowp ivec3 bitCount(ivec3);lowp ivec4 bitCount(ivec4);lowp int bitCount( uint);lowp ivec2 bitCount(uvec2);lowp ivec3 bitCount(uvec3);lowp ivec4 bitCount(uvec4);lowp int findMSB(highp int);lowp ivec2 findMSB(highp ivec2);lowp ivec3 findMSB(highp ivec3);lowp ivec4 findMSB(highp ivec4);lowp int findMSB(highp uint);lowp ivec2 findMSB(highp uvec2);lowp ivec3 findMSB(highp uvec3);lowp ivec4 findMSB(highp uvec4); 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: 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: bool subgroupAllEqual(vector); 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: vector subgroupBroadcast(vector, 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: vector subgroupBroadcastFirst(vector); 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: vector subgroupShuffle(vector, 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: vector subgroupShuffleXor(vector, 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: vector subgroupShuffleUp(vector, 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: vector subgroupShuffleDown(vector, 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: vector subgroupRotate(vector, 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: vector subgroupClusteredRotate(vector, 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: vector subgroupAdd(vector); 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: vector subgroupMul(vector); 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: vector subgroupMin(vector); 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: vector subgroupMax(vector); 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: vector subgroupAnd(vector); 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: vector subgroupOr(vector); 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: vector subgroupXor(vector); 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: vector subgroupInclusiveAdd(vector); 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: vector subgroupInclusiveMul(vector); 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: vector subgroupInclusiveMin(vector); 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: vector subgroupInclusiveMax(vector); 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: vector subgroupInclusiveAnd(vector); 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: vector subgroupInclusiveOr(vector); 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: vector subgroupInclusiveXor(vector); 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: vector subgroupExclusiveAdd(vector); 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: vector subgroupExclusiveMul(vector); 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: vector subgroupExclusiveMin(vector); 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: vector subgroupExclusiveMax(vector); 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: vector subgroupExclusiveAnd(vector); 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: vector subgroupExclusiveOr(vector); 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: vector subgroupExclusiveXor(vector); 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: vector subgroupClusteredAdd(vector, 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: vector subgroupClusteredMul(vector, 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: vector subgroupClusteredMin(vector, 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: vector subgroupClusteredMax(vector, 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: vector subgroupClusteredAnd(vector, 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: vector subgroupClusteredOr(vector, 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: vector subgroupClusteredXor(vector, 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: vector subgroupQuadBroadcast(vector, 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: vector subgroupQuadSwapHorizontal(vector); 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: vector subgroupQuadSwapVertical(vector); 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: vector subgroupQuadSwapDiagonal(vector); 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: uvec4 subgroupPartitionNV(vector); 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: vector subgroupPartitionedAddNV(vector, 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: vector subgroupPartitionedMulNV(vector, 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: vector subgroupPartitionedMinNV(vector, 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: vector subgroupPartitionedMaxNV(vector, 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: vector subgroupPartitionedAndNV(vector, 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: vector subgroupPartitionedOrNV(vector, 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: vector subgroupPartitionedXorNV(vector, 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: vector subgroupPartitionedInclusiveAddNV(vector, 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: vector subgroupPartitionedInclusiveMulNV(vector, 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: vector subgroupPartitionedInclusiveMinNV(vector, 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: vector subgroupPartitionedInclusiveMaxNV(vector, 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: vector subgroupPartitionedInclusiveAndNV(vector, 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: vector subgroupPartitionedInclusiveOrNV(vector, 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: vector subgroupPartitionedInclusiveXorNV(vector, 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: vector subgroupPartitionedExclusiveAddNV(vector, 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: vector subgroupPartitionedExclusiveMulNV(vector, 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: vector subgroupPartitionedExclusiveMinNV(vector, 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: vector subgroupPartitionedExclusiveMaxNV(vector, 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: vector subgroupPartitionedExclusiveAndNV(vector, 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: vector subgroupPartitionedExclusiveOrNV(vector, 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: vector subgroupPartitionedExclusiveXorNV(vector, 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: struct gl_TextureFootprint2DNV {uvec2 anchor;uvec2 offset;uvec2 mask;uint lod;uint granularity;};struct gl_TextureFootprint3DNV {uvec3 anchor;uvec3 offset;uvec2 mask;uint lod;uint granularity;};bool textureFootprintNV(sampler2D, vec2, int, bool, out gl_TextureFootprint2DNV);bool textureFootprintNV(sampler3D, vec3, int, bool, out gl_TextureFootprint3DNV);bool textureFootprintNV(sampler2D, vec2, int, bool, out gl_TextureFootprint2DNV, float);bool textureFootprintNV(sampler3D, vec3, int, bool, out gl_TextureFootprint3DNV, float);bool textureFootprintClampNV(sampler2D, vec2, float, int, bool, out gl_TextureFootprint2DNV);bool textureFootprintClampNV(sampler3D, vec3, float, int, bool, out gl_TextureFootprint3DNV);bool textureFootprintClampNV(sampler2D, vec2, float, int, bool, out gl_TextureFootprint2DNV, float);bool textureFootprintClampNV(sampler3D, vec3, float, int, bool, out gl_TextureFootprint3DNV, float);bool textureFootprintLodNV(sampler2D, vec2, float, int, bool, out gl_TextureFootprint2DNV);bool textureFootprintLodNV(sampler3D, vec3, float, int, bool, out gl_TextureFootprint3DNV);bool textureFootprintGradNV(sampler2D, vec2, vec2, vec2, int, bool, out gl_TextureFootprint2DNV);bool textureFootprintGradClampNV(sampler2D, vec2, vec2, vec2, float, int, bool, out gl_TextureFootprint2DNV); Step #5: float16_t radians(float16_t);f16vec2 radians(f16vec2);f16vec3 radians(f16vec3);f16vec4 radians(f16vec4);float16_t degrees(float16_t);f16vec2 degrees(f16vec2);f16vec3 degrees(f16vec3);f16vec4 degrees(f16vec4);float16_t sin(float16_t);f16vec2 sin(f16vec2);f16vec3 sin(f16vec3);f16vec4 sin(f16vec4);float16_t cos(float16_t);f16vec2 cos(f16vec2);f16vec3 cos(f16vec3);f16vec4 cos(f16vec4);float16_t tan(float16_t);f16vec2 tan(f16vec2);f16vec3 tan(f16vec3);f16vec4 tan(f16vec4);float16_t asin(float16_t);f16vec2 asin(f16vec2);f16vec3 asin(f16vec3);f16vec4 asin(f16vec4);float16_t acos(float16_t);f16vec2 acos(f16vec2);f16vec3 acos(f16vec3);f16vec4 acos(f16vec4);float16_t atan(float16_t, float16_t);f16vec2 atan(f16vec2, f16vec2);f16vec3 atan(f16vec3, f16vec3);f16vec4 atan(f16vec4, f16vec4);float16_t atan(float16_t);f16vec2 atan(f16vec2);f16vec3 atan(f16vec3);f16vec4 atan(f16vec4);float16_t sinh(float16_t);f16vec2 sinh(f16vec2);f16vec3 sinh(f16vec3);f16vec4 sinh(f16vec4);float16_t cosh(float16_t);f16vec2 cosh(f16vec2);f16vec3 cosh(f16vec3);f16vec4 cosh(f16vec4);float16_t tanh(float16_t);f16vec2 tanh(f16vec2);f16vec3 tanh(f16vec3);f16vec4 tanh(f16vec4);float16_t asinh(float16_t);f16vec2 asinh(f16vec2);f16vec3 asinh(f16vec3);f16vec4 asinh(f16vec4);float16_t acosh(float16_t);f16vec2 acosh(f16vec2);f16vec3 acosh(f16vec3);f16vec4 acosh(f16vec4);float16_t atanh(float16_t);f16vec2 atanh(f16vec2);f16vec3 atanh(f16vec3);f16vec4 atanh(f16vec4);float16_t pow(float16_t, float16_t);f16vec2 pow(f16vec2, f16vec2);f16vec3 pow(f16vec3, f16vec3);f16vec4 pow(f16vec4, f16vec4);float16_t exp(float16_t);f16vec2 exp(f16vec2);f16vec3 exp(f16vec3);f16vec4 exp(f16vec4);float16_t log(float16_t);f16vec2 log(f16vec2);f16vec3 log(f16vec3);f16vec4 log(f16vec4);float16_t exp2(float16_t);f16vec2 exp2(f16vec2);f16vec3 exp2(f16vec3);f16vec4 exp2(f16vec4);float16_t log2(float16_t);f16vec2 log2(f16vec2);f16vec3 log2(f16vec3);f16vec4 log2(f16vec4);float16_t sqrt(float16_t);f16vec2 sqrt(f16vec2);f16vec3 sqrt(f16vec3);f16vec4 sqrt(f16vec4);float16_t inversesqrt(float16_t);f16vec2 inversesqrt(f16vec2);f16vec3 inversesqrt(f16vec3);f16vec4 inversesqrt(f16vec4);float16_t abs(float16_t);f16vec2 abs(f16vec2);f16vec3 abs(f16vec3);f16vec4 abs(f16vec4);float16_t sign(float16_t);f16vec2 sign(f16vec2);f16vec3 sign(f16vec3);f16vec4 sign(f16vec4);float16_t floor(float16_t);f16vec2 floor(f16vec2);f16vec3 floor(f16vec3);f16vec4 floor(f16vec4);float16_t trunc(float16_t);f16vec2 trunc(f16vec2);f16vec3 trunc(f16vec3);f16vec4 trunc(f16vec4);float16_t round(float16_t);f16vec2 round(f16vec2);f16vec3 round(f16vec3);f16vec4 round(f16vec4);float16_t roundEven(float16_t);f16vec2 roundEven(f16vec2);f16vec3 roundEven(f16vec3);f16vec4 roundEven(f16vec4);float16_t ceil(float16_t);f16vec2 ceil(f16vec2);f16vec3 ceil(f16vec3);f16vec4 ceil(f16vec4);float16_t fract(float16_t);f16vec2 fract(f16vec2);f16vec3 fract(f16vec3);f16vec4 fract(f16vec4);float16_t mod(float16_t, float16_t);f16vec2 mod(f16vec2, float16_t);f16vec3 mod(f16vec3, float16_t);f16vec4 mod(f16vec4, float16_t);f16vec2 mod(f16vec2, f16vec2);f16vec3 mod(f16vec3, f16vec3);f16vec4 mod(f16vec4, f16vec4);float16_t modf(float16_t, out float16_t);f16vec2 modf(f16vec2, out f16vec2);f16vec3 modf(f16vec3, out f16vec3);f16vec4 modf(f16vec4, out f16vec4);float16_t min(float16_t, float16_t);f16vec2 min(f16vec2, float16_t);f16vec3 min(f16vec3, float16_t);f16vec4 min(f16vec4, float16_t);f16vec2 min(f16vec2, f16vec2);f16vec3 min(f16vec3, f16vec3);f16vec4 min(f16vec4, f16vec4);float16_t max(float16_t, float16_t);f16vec2 max(f16vec2, float16_t);f16vec3 max(f16vec3, float16_t);f16vec4 max(f16vec4, float16_t);f16vec2 max(f16vec2, f16vec2);f16vec3 max(f16vec3, f16vec3);f16vec4 max(f16vec4, f16vec4);float16_t clamp(float16_t, float16_t, float16_t);f16vec2 clamp(f16vec2, float16_t, float16_t);f16vec3 clamp(f16vec3, float16_t, float16_t);f16vec4 clamp(f16vec4, float16_t, float16_t);f16vec2 clamp(f16vec2, f16vec2, f16vec2);f16vec3 clamp(f16vec3, f16vec3, f16vec3);f16vec4 clamp(f16vec4, f16vec4, f16vec4);float16_t mix(float16_t, float16_t, float16_t);f16vec2 mix(f16vec2, f16vec2, float16_t);f16vec3 mix(f16vec3, f16vec3, float16_t);f16vec4 mix(f16vec4, f16vec4, float16_t);f16vec2 mix(f16vec2, f16vec2, f16vec2);f16vec3 mix(f16vec3, f16vec3, f16vec3);f16vec4 mix(f16vec4, f16vec4, f16vec4);float16_t mix(float16_t, float16_t, bool);f16vec2 mix(f16vec2, f16vec2, bvec2);f16vec3 mix(f16vec3, f16vec3, bvec3);f16vec4 mix(f16vec4, f16vec4, bvec4);float16_t step(float16_t, float16_t);f16vec2 step(f16vec2, f16vec2);f16vec3 step(f16vec3, f16vec3);f16vec4 step(f16vec4, f16vec4);f16vec2 step(float16_t, f16vec2);f16vec3 step(float16_t, f16vec3);f16vec4 step(float16_t, f16vec4);float16_t smoothstep(float16_t, float16_t, float16_t);f16vec2 smoothstep(f16vec2, f16vec2, f16vec2);f16vec3 smoothstep(f16vec3, f16vec3, f16vec3);f16vec4 smoothstep(f16vec4, f16vec4, f16vec4);f16vec2 smoothstep(float16_t, float16_t, f16vec2);f16vec3 smoothstep(float16_t, float16_t, f16vec3);f16vec4 smoothstep(float16_t, float16_t, f16vec4);bool isnan(float16_t);bvec2 isnan(f16vec2);bvec3 isnan(f16vec3);bvec4 isnan(f16vec4);bool isinf(float16_t);bvec2 isinf(f16vec2);bvec3 isinf(f16vec3);bvec4 isinf(f16vec4);float16_t fma(float16_t, float16_t, float16_t);f16vec2 fma(f16vec2, f16vec2, f16vec2);f16vec3 fma(f16vec3, f16vec3, f16vec3);f16vec4 fma(f16vec4, f16vec4, f16vec4);float16_t frexp(float16_t, out int);f16vec2 frexp(f16vec2, out ivec2);f16vec3 frexp(f16vec3, out ivec3);f16vec4 frexp(f16vec4, out ivec4);float16_t ldexp(float16_t, in int);f16vec2 ldexp(f16vec2, in ivec2);f16vec3 ldexp(f16vec3, in ivec3);f16vec4 ldexp(f16vec4, in ivec4);uint packFloat2x16(f16vec2);f16vec2 unpackFloat2x16(uint);float16_t length(float16_t);float16_t length(f16vec2);float16_t length(f16vec3);float16_t length(f16vec4);float16_t distance(float16_t, float16_t);float16_t distance(f16vec2, f16vec2);float16_t distance(f16vec3, f16vec3);float16_t distance(f16vec4, f16vec4);float16_t dot(float16_t, float16_t);float16_t dot(f16vec2, f16vec2);float16_t dot(f16vec3, f16vec3);float16_t dot(f16vec4, f16vec4);f16vec3 cross(f16vec3, f16vec3);float16_t normalize(float16_t);f16vec2 normalize(f16vec2);f16vec3 normalize(f16vec3);f16vec4 normalize(f16vec4);float16_t faceforward(float16_t, float16_t, float16_t);f16vec2 faceforward(f16vec2, f16vec2, f16vec2);f16vec3 faceforward(f16vec3, f16vec3, f16vec3);f16vec4 faceforward(f16vec4, f16vec4, f16vec4);float16_t reflect(float16_t, float16_t);f16vec2 reflect(f16vec2, f16vec2);f16vec3 reflect(f16vec3, f16vec3);f16vec4 reflect(f16vec4, f16vec4);float16_t refract(float16_t, float16_t, float16_t);f16vec2 refract(f16vec2, f16vec2, float16_t);f16vec3 refract(f16vec3, f16vec3, float16_t);f16vec4 refract(f16vec4, f16vec4, float16_t);f16mat2 matrixCompMult(f16mat2, f16mat2);f16mat3 matrixCompMult(f16mat3, f16mat3);f16mat4 matrixCompMult(f16mat4, f16mat4);f16mat2x3 matrixCompMult(f16mat2x3, f16mat2x3);f16mat2x4 matrixCompMult(f16mat2x4, f16mat2x4);f16mat3x2 matrixCompMult(f16mat3x2, f16mat3x2);f16mat3x4 matrixCompMult(f16mat3x4, f16mat3x4);f16mat4x2 matrixCompMult(f16mat4x2, f16mat4x2);f16mat4x3 matrixCompMult(f16mat4x3, f16mat4x3);f16mat2 outerProduct(f16vec2, f16vec2);f16mat3 outerProduct(f16vec3, f16vec3);f16mat4 outerProduct(f16vec4, f16vec4);f16mat2x3 outerProduct(f16vec3, f16vec2);f16mat3x2 outerProduct(f16vec2, f16vec3);f16mat2x4 outerProduct(f16vec4, f16vec2);f16mat4x2 outerProduct(f16vec2, f16vec4);f16mat3x4 outerProduct(f16vec4, f16vec3);f16mat4x3 outerProduct(f16vec3, f16vec4);f16mat2 transpose(f16mat2);f16mat3 transpose(f16mat3);f16mat4 transpose(f16mat4);f16mat2x3 transpose(f16mat3x2);f16mat3x2 transpose(f16mat2x3);f16mat2x4 transpose(f16mat4x2);f16mat4x2 transpose(f16mat2x4);f16mat3x4 transpose(f16mat4x3);f16mat4x3 transpose(f16mat3x4);float16_t determinant(f16mat2);float16_t determinant(f16mat3);float16_t determinant(f16mat4);f16mat2 inverse(f16mat2);f16mat3 inverse(f16mat3);f16mat4 inverse(f16mat4);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);bfloat16_t dot(bfloat16_t, bfloat16_t);bfloat16_t dot(bf16vec2, bf16vec2);bfloat16_t dot(bf16vec3, bf16vec3);bfloat16_t dot(bf16vec4, bf16vec4);int16_t bfloat16BitsToIntEXT(bfloat16_t value);i16vec2 bfloat16BitsToIntEXT(bf16vec2 value);i16vec3 bfloat16BitsToIntEXT(bf16vec3 value);i16vec4 bfloat16BitsToIntEXT(bf16vec4 value);uint16_t bfloat16BitsToUintEXT(bfloat16_t value);u16vec2 bfloat16BitsToUintEXT(bf16vec2 value);u16vec3 bfloat16BitsToUintEXT(bf16vec3 value);u16vec4 bfloat16BitsToUintEXT(bf16vec4 value);bfloat16_t intBitsToBFloat16EXT(int16_t value);bf16vec2 intBitsToBFloat16EXT(i16vec2 value);bf16vec3 intBitsToBFloat16EXT(i16vec3 value);bf16vec4 intBitsToBFloat16EXT(i16vec4 value);bfloat16_t uintBitsToBFloat16EXT(uint16_t value);bf16vec2 uintBitsToBFloat16EXT(u16vec2 value);bf16vec3 uintBitsToBFloat16EXT(u16vec3 value);bf16vec4 uintBitsToBFloat16EXT(u16vec4 value);int8_t floate5m2BitsToIntEXT(floate5m2_t value);i8vec2 floate5m2BitsToIntEXT(fe5m2vec2 value);i8vec3 floate5m2BitsToIntEXT(fe5m2vec3 value);i8vec4 floate5m2BitsToIntEXT(fe5m2vec4 value);uint8_t floate5m2BitsToUintEXT(floate5m2_t value);u8vec2 floate5m2BitsToUintEXT(fe5m2vec2 value);u8vec3 floate5m2BitsToUintEXT(fe5m2vec3 value);u8vec4 floate5m2BitsToUintEXT(fe5m2vec4 value);floate5m2_t intBitsToFloate5m2EXT(int8_t value);fe5m2vec2 intBitsToFloate5m2EXT(i8vec2 value);fe5m2vec3 intBitsToFloate5m2EXT(i8vec3 value);fe5m2vec4 intBitsToFloate5m2EXT(i8vec4 value);floate5m2_t uintBitsToFloate5m2EXT(uint8_t value);fe5m2vec2 uintBitsToFloate5m2EXT(u8vec2 value);fe5m2vec3 uintBitsToFloate5m2EXT(u8vec3 value);fe5m2vec4 uintBitsToFloate5m2EXT(u8vec4 value);int8_t floate4m3BitsToIntEXT(floate4m3_t value);i8vec2 floate4m3BitsToIntEXT(fe4m3vec2 value);i8vec3 floate4m3BitsToIntEXT(fe4m3vec3 value);i8vec4 floate4m3BitsToIntEXT(fe4m3vec4 value);uint8_t floate4m3BitsToUintEXT(floate4m3_t value);u8vec2 floate4m3BitsToUintEXT(fe4m3vec2 value);u8vec3 floate4m3BitsToUintEXT(fe4m3vec3 value);u8vec4 floate4m3BitsToUintEXT(fe4m3vec4 value);floate4m3_t intBitsToFloate4m3EXT(int8_t value);fe4m3vec2 intBitsToFloate4m3EXT(i8vec2 value);fe4m3vec3 intBitsToFloate4m3EXT(i8vec3 value);fe4m3vec4 intBitsToFloate4m3EXT(i8vec4 value);floate4m3_t uintBitsToFloate4m3EXT(uint8_t value);fe4m3vec2 uintBitsToFloate4m3EXT(u8vec2 value);fe4m3vec3 uintBitsToFloate4m3EXT(u8vec3 value);fe4m3vec4 uintBitsToFloate4m3EXT(u8vec4 value);void saturatedConvertEXT();int8_t floatue8m0BitsToIntEXT(floatue8m0_t value);i8vec2 floatue8m0BitsToIntEXT(fue8m0vec2 value);i8vec3 floatue8m0BitsToIntEXT(fue8m0vec3 value);i8vec4 floatue8m0BitsToIntEXT(fue8m0vec4 value);uint8_t floatue8m0BitsToUintEXT(floatue8m0_t value);u8vec2 floatue8m0BitsToUintEXT(fue8m0vec2 value);u8vec3 floatue8m0BitsToUintEXT(fue8m0vec3 value);u8vec4 floatue8m0BitsToUintEXT(fue8m0vec4 value);floatue8m0_t intBitsToFloatue8m0EXT(int8_t value);fue8m0vec2 intBitsToFloatue8m0EXT(i8vec2 value);fue8m0vec3 intBitsToFloatue8m0EXT(i8vec3 value);fue8m0vec4 intBitsToFloatue8m0EXT(i8vec4 value);floatue8m0_t uintBitsToFloatue8m0EXT(uint8_t value);fue8m0vec2 uintBitsToFloatue8m0EXT(u8vec2 value);fue8m0vec3 uintBitsToFloatue8m0EXT(u8vec3 value);fue8m0vec4 uintBitsToFloatue8m0EXT(u8vec4 value);int8_t floatmxint8BitsToIntEXT(floatmxint8_t value);i8vec2 floatmxint8BitsToIntEXT(fmxint8vec2 value);i8vec3 floatmxint8BitsToIntEXT(fmxint8vec3 value);i8vec4 floatmxint8BitsToIntEXT(fmxint8vec4 value);uint8_t floatmxint8BitsToUintEXT(floatmxint8_t value);u8vec2 floatmxint8BitsToUintEXT(fmxint8vec2 value);u8vec3 floatmxint8BitsToUintEXT(fmxint8vec3 value);u8vec4 floatmxint8BitsToUintEXT(fmxint8vec4 value);floatmxint8_t intBitsToFloatmxint8EXT(int8_t value);fmxint8vec2 intBitsToFloatmxint8EXT(i8vec2 value);fmxint8vec3 intBitsToFloatmxint8EXT(i8vec3 value);fmxint8vec4 intBitsToFloatmxint8EXT(i8vec4 value);floatmxint8_t uintBitsToFloatmxint8EXT(uint8_t value);fmxint8vec2 uintBitsToFloatmxint8EXT(u8vec2 value);fmxint8vec3 uintBitsToFloatmxint8EXT(u8vec3 value);fmxint8vec4 uintBitsToFloatmxint8EXT(u8vec4 value);fe2m1vec2 unpackFloat2xfe2m1EXT(uint8_t value);fe2m1vec4 unpackFloat4xfe2m1EXT(uint16_t value);vector unpackFloat8xfe2m1EXT(uint32_t value);vector unpackFloat16xfe2m1EXT(u32vec2 value);uint8_t packFloat2xfe2m1EXT(fe2m1vec2 value);uint16_t packFloat4xfe2m1EXT(fe2m1vec4 value);uint32_t packFloat8xfe2m1EXT(vector value);u32vec2 packFloat16xfe2m1EXT(vector value);fe3m2vec4 unpackFloat4xfe3m2EXT(u8vec3 value);vector unpackFloat8xfe3m2EXT(u16vec3 value);vector unpackFloat16xfe3m2EXT(u32vec3 value);u8vec3 packFloat4xfe3m2EXT(fe3m2vec4 value);u16vec3 packFloat8xfe3m2EXT(vector value);u32vec3 packFloat16xfe3m2EXT(vector value);fe2m3vec4 unpackFloat4xfe2m3EXT(u8vec3 value);vector unpackFloat8xfe2m3EXT(u16vec3 value);vector unpackFloat16xfe2m3EXT(u32vec3 value);u8vec3 packFloat4xfe2m3EXT(fe2m3vec4 value);u16vec3 packFloat8xfe2m3EXT(vector value);u32vec3 packFloat16xfe2m3EXT(vector value);floate2m1_t bitcastExtractfe2m1EXT(uint8_t, uint);fe2m1vec2 bitcastExtractfe2m1EXT(u8vec2, uint);fe2m1vec3 bitcastExtractfe2m1EXT(u8vec3, uint);fe2m1vec4 bitcastExtractfe2m1EXT(u8vec4, uint);floate3m2_t bitcastExtractfe3m2EXT(uint8_t, uint);fe3m2vec2 bitcastExtractfe3m2EXT(u8vec2, uint);fe3m2vec3 bitcastExtractfe3m2EXT(u8vec3, uint);fe3m2vec4 bitcastExtractfe3m2EXT(u8vec4, uint);floate2m3_t bitcastExtractfe2m3EXT(uint8_t, uint);fe2m3vec2 bitcastExtractfe2m3EXT(u8vec2, uint);fe2m3vec3 bitcastExtractfe2m3EXT(u8vec3, uint);fe2m3vec4 bitcastExtractfe2m3EXT(u8vec4, uint); Step #5: int8_t abs(int8_t);i8vec2 abs(i8vec2);i8vec3 abs(i8vec3);i8vec4 abs(i8vec4);int8_t sign(int8_t);i8vec2 sign(i8vec2);i8vec3 sign(i8vec3);i8vec4 sign(i8vec4);int8_t min(int8_t x, int8_t y);i8vec2 min(i8vec2 x, int8_t y);i8vec3 min(i8vec3 x, int8_t y);i8vec4 min(i8vec4 x, int8_t y);i8vec2 min(i8vec2 x, i8vec2 y);i8vec3 min(i8vec3 x, i8vec3 y);i8vec4 min(i8vec4 x, i8vec4 y);uint8_t min(uint8_t x, uint8_t y);u8vec2 min(u8vec2 x, uint8_t y);u8vec3 min(u8vec3 x, uint8_t y);u8vec4 min(u8vec4 x, uint8_t y);u8vec2 min(u8vec2 x, u8vec2 y);u8vec3 min(u8vec3 x, u8vec3 y);u8vec4 min(u8vec4 x, u8vec4 y);int8_t max(int8_t x, int8_t y);i8vec2 max(i8vec2 x, int8_t y);i8vec3 max(i8vec3 x, int8_t y);i8vec4 max(i8vec4 x, int8_t y);i8vec2 max(i8vec2 x, i8vec2 y);i8vec3 max(i8vec3 x, i8vec3 y);i8vec4 max(i8vec4 x, i8vec4 y);uint8_t max(uint8_t x, uint8_t y);u8vec2 max(u8vec2 x, uint8_t y);u8vec3 max(u8vec3 x, uint8_t y);u8vec4 max(u8vec4 x, uint8_t y);u8vec2 max(u8vec2 x, u8vec2 y);u8vec3 max(u8vec3 x, u8vec3 y);u8vec4 max(u8vec4 x, u8vec4 y);int8_t clamp(int8_t x, int8_t minVal, int8_t maxVal);i8vec2 clamp(i8vec2 x, int8_t minVal, int8_t maxVal);i8vec3 clamp(i8vec3 x, int8_t minVal, int8_t maxVal);i8vec4 clamp(i8vec4 x, int8_t minVal, int8_t maxVal);i8vec2 clamp(i8vec2 x, i8vec2 minVal, i8vec2 maxVal);i8vec3 clamp(i8vec3 x, i8vec3 minVal, i8vec3 maxVal);i8vec4 clamp(i8vec4 x, i8vec4 minVal, i8vec4 maxVal);uint8_t clamp(uint8_t x, uint8_t minVal, uint8_t maxVal);u8vec2 clamp(u8vec2 x, uint8_t minVal, uint8_t maxVal);u8vec3 clamp(u8vec3 x, uint8_t minVal, uint8_t maxVal);u8vec4 clamp(u8vec4 x, uint8_t minVal, uint8_t maxVal);u8vec2 clamp(u8vec2 x, u8vec2 minVal, u8vec2 maxVal);u8vec3 clamp(u8vec3 x, u8vec3 minVal, u8vec3 maxVal);u8vec4 clamp(u8vec4 x, u8vec4 minVal, u8vec4 maxVal);int8_t mix(int8_t, int8_t, bool);i8vec2 mix(i8vec2, i8vec2, bvec2);i8vec3 mix(i8vec3, i8vec3, bvec3);i8vec4 mix(i8vec4, i8vec4, bvec4);uint8_t mix(uint8_t, uint8_t, bool);u8vec2 mix(u8vec2, u8vec2, bvec2);u8vec3 mix(u8vec3, u8vec3, bvec3);u8vec4 mix(u8vec4, u8vec4, bvec4);bvec2 lessThan(i8vec2, i8vec2);bvec3 lessThan(i8vec3, i8vec3);bvec4 lessThan(i8vec4, i8vec4);bvec2 lessThan(u8vec2, u8vec2);bvec3 lessThan(u8vec3, u8vec3);bvec4 lessThan(u8vec4, u8vec4);bvec2 lessThanEqual(i8vec2, i8vec2);bvec3 lessThanEqual(i8vec3, i8vec3);bvec4 lessThanEqual(i8vec4, i8vec4);bvec2 lessThanEqual(u8vec2, u8vec2);bvec3 lessThanEqual(u8vec3, u8vec3);bvec4 lessThanEqual(u8vec4, u8vec4);bvec2 greaterThan(i8vec2, i8vec2);bvec3 greaterThan(i8vec3, i8vec3);bvec4 greaterThan(i8vec4, i8vec4);bvec2 greaterThan(u8vec2, u8vec2);bvec3 greaterThan(u8vec3, u8vec3);bvec4 greaterThan(u8vec4, u8vec4);bvec2 greaterThanEqual(i8vec2, i8vec2);bvec3 greaterThanEqual(i8vec3, i8vec3);bvec4 greaterThanEqual(i8vec4, i8vec4);bvec2 greaterThanEqual(u8vec2, u8vec2);bvec3 greaterThanEqual(u8vec3, u8vec3);bvec4 greaterThanEqual(u8vec4, u8vec4);bvec2 equal(i8vec2, i8vec2);bvec3 equal(i8vec3, i8vec3);bvec4 equal(i8vec4, i8vec4);bvec2 equal(u8vec2, u8vec2);bvec3 equal(u8vec3, u8vec3);bvec4 equal(u8vec4, u8vec4);bvec2 notEqual(i8vec2, i8vec2);bvec3 notEqual(i8vec3, i8vec3);bvec4 notEqual(i8vec4, i8vec4);bvec2 notEqual(u8vec2, u8vec2);bvec3 notEqual(u8vec3, u8vec3);bvec4 notEqual(u8vec4, u8vec4); int8_t bitfieldExtract( int8_t, int8_t, int8_t);i8vec2 bitfieldExtract(i8vec2, int8_t, int8_t);i8vec3 bitfieldExtract(i8vec3, int8_t, int8_t);i8vec4 bitfieldExtract(i8vec4, int8_t, int8_t); uint8_t bitfieldExtract( uint8_t, int8_t, int8_t);u8vec2 bitfieldExtract(u8vec2, int8_t, int8_t);u8vec3 bitfieldExtract(u8vec3, int8_t, int8_t);u8vec4 bitfieldExtract(u8vec4, int8_t, int8_t); int8_t bitfieldInsert( int8_t base, int8_t, int8_t, int8_t);i8vec2 bitfieldInsert(i8vec2 base, i8vec2, int8_t, int8_t);i8vec3 bitfieldInsert(i8vec3 base, i8vec3, int8_t, int8_t);i8vec4 bitfieldInsert(i8vec4 base, i8vec4, int8_t, int8_t); uint8_t bitfieldInsert( uint8_t base, uint8_t, int8_t, int8_t);u8vec2 bitfieldInsert(u8vec2 base, u8vec2, int8_t, int8_t);u8vec3 bitfieldInsert(u8vec3 base, u8vec3, int8_t, int8_t);u8vec4 bitfieldInsert(u8vec4 base, u8vec4, int8_t, int8_t); int8_t bitCount( int8_t);i8vec2 bitCount(i8vec2);i8vec3 bitCount(i8vec3);i8vec4 bitCount(i8vec4); int8_t bitCount( uint8_t);i8vec2 bitCount(u8vec2);i8vec3 bitCount(u8vec3);i8vec4 bitCount(u8vec4);int8_t bitfieldReverse(highp int8_t);i8vec2 bitfieldReverse(highp i8vec2);i8vec3 bitfieldReverse(highp i8vec3);i8vec4 bitfieldReverse(highp i8vec4);uint8_t bitfieldReverse(highp uint8_t);u8vec2 bitfieldReverse(highp u8vec2);u8vec3 bitfieldReverse(highp u8vec3);u8vec4 bitfieldReverse(highp u8vec4); int8_t findLSB( int8_t);i8vec2 findLSB(i8vec2);i8vec3 findLSB(i8vec3);i8vec4 findLSB(i8vec4); int8_t findLSB( uint8_t);i8vec2 findLSB(u8vec2);i8vec3 findLSB(u8vec3);i8vec4 findLSB(u8vec4); int8_t findMSB( int8_t);i8vec2 findMSB(i8vec2);i8vec3 findMSB(i8vec3);i8vec4 findMSB(i8vec4); int8_t findMSB( uint8_t);i8vec2 findMSB(u8vec2);i8vec3 findMSB(u8vec3);i8vec4 findMSB(u8vec4);int16_t abs(int16_t);i16vec2 abs(i16vec2);i16vec3 abs(i16vec3);i16vec4 abs(i16vec4);int16_t sign(int16_t);i16vec2 sign(i16vec2);i16vec3 sign(i16vec3);i16vec4 sign(i16vec4);int16_t min(int16_t x, int16_t y);i16vec2 min(i16vec2 x, int16_t y);i16vec3 min(i16vec3 x, int16_t y);i16vec4 min(i16vec4 x, int16_t y);i16vec2 min(i16vec2 x, i16vec2 y);i16vec3 min(i16vec3 x, i16vec3 y);i16vec4 min(i16vec4 x, i16vec4 y);uint16_t min(uint16_t x, uint16_t y);u16vec2 min(u16vec2 x, uint16_t y);u16vec3 min(u16vec3 x, uint16_t y);u16vec4 min(u16vec4 x, uint16_t y);u16vec2 min(u16vec2 x, u16vec2 y);u16vec3 min(u16vec3 x, u16vec3 y);u16vec4 min(u16vec4 x, u16vec4 y);int16_t max(int16_t x, int16_t y);i16vec2 max(i16vec2 x, int16_t y);i16vec3 max(i16vec3 x, int16_t y);i16vec4 max(i16vec4 x, int16_t y);i16vec2 max(i16vec2 x, i16vec2 y);i16vec3 max(i16vec3 x, i16vec3 y);i16vec4 max(i16vec4 x, i16vec4 y);uint16_t max(uint16_t x, uint16_t y);u16vec2 max(u16vec2 x, uint16_t y);u16vec3 max(u16vec3 x, uint16_t y);u16vec4 max(u16vec4 x, uint16_t y);u16vec2 max(u16vec2 x, u16vec2 y);u16vec3 max(u16vec3 x, u16vec3 y);u16vec4 max(u16vec4 x, u16vec4 y);int16_t clamp(int16_t x, int16_t minVal, int16_t maxVal);i16vec2 clamp(i16vec2 x, int16_t minVal, int16_t maxVal);i16vec3 clamp(i16vec3 x, int16_t minVal, int16_t maxVal);i16vec4 clamp(i16vec4 x, int16_t minVal, int16_t maxVal);i16vec2 clamp(i16vec2 x, i16vec2 minVal, i16vec2 maxVal);i16vec3 clamp(i16vec3 x, i16vec3 minVal, i16vec3 maxVal);i16vec4 clamp(i16vec4 x, i16vec4 minVal, i16vec4 maxVal);uint16_t clamp(uint16_t x, uint16_t minVal, uint16_t maxVal);u16vec2 clamp(u16vec2 x, uint16_t minVal, uint16_t maxVal);u16vec3 clamp(u16vec3 x, uint16_t minVal, uint16_t maxVal);u16vec4 clamp(u16vec4 x, uint16_t minVal, uint16_t maxVal);u16vec2 clamp(u16vec2 x, u16vec2 minVal, u16vec2 maxVal);u16vec3 clamp(u16vec3 x, u16vec3 minVal, u16vec3 maxVal);u16vec4 clamp(u16vec4 x, u16vec4 minVal, u16vec4 maxVal);int16_t mix(int16_t, int16_t, bool);i16vec2 mix(i16vec2, i16vec2, bvec2);i16vec3 mix(i16vec3, i16vec3, bvec3);i16vec4 mix(i16vec4, i16vec4, bvec4);uint16_t mix(uint16_t, uint16_t, bool);u16vec2 mix(u16vec2, u16vec2, bvec2);u16vec3 mix(u16vec3, u16vec3, bvec3);u16vec4 mix(u16vec4, u16vec4, bvec4);float16_t frexp(float16_t, out int16_t);f16vec2 frexp(f16vec2, out i16vec2);f16vec3 frexp(f16vec3, out i16vec3);f16vec4 frexp(f16vec4, out i16vec4);float16_t ldexp(float16_t, int16_t);f16vec2 ldexp(f16vec2, i16vec2);f16vec3 ldexp(f16vec3, i16vec3);f16vec4 ldexp(f16vec4, i16vec4);int16_t halfBitsToInt16(float16_t);i16vec2 halfBitsToInt16(f16vec2);i16vec3 halhBitsToInt16(f16vec3);i16vec4 halfBitsToInt16(f16vec4);uint16_t halfBitsToUint16(float16_t);u16vec2 halfBitsToUint16(f16vec2);u16vec3 halfBitsToUint16(f16vec3);u16vec4 halfBitsToUint16(f16vec4);int16_t float16BitsToInt16(float16_t);i16vec2 float16BitsToInt16(f16vec2);i16vec3 float16BitsToInt16(f16vec3);i16vec4 float16BitsToInt16(f16vec4);uint16_t float16BitsToUint16(float16_t);u16vec2 float16BitsToUint16(f16vec2);u16vec3 float16BitsToUint16(f16vec3);u16vec4 float16BitsToUint16(f16vec4);float16_t int16BitsToFloat16(int16_t);f16vec2 int16BitsToFloat16(i16vec2);f16vec3 int16BitsToFloat16(i16vec3);f16vec4 int16BitsToFloat16(i16vec4);float16_t uint16BitsToFloat16(uint16_t);f16vec2 uint16BitsToFloat16(u16vec2);f16vec3 uint16BitsToFloat16(u16vec3);f16vec4 uint16BitsToFloat16(u16vec4);float16_t int16BitsToHalf(int16_t);f16vec2 int16BitsToHalf(i16vec2);f16vec3 int16BitsToHalf(i16vec3);f16vec4 int16BitsToHalf(i16vec4);float16_t uint16BitsToHalf(uint16_t);f16vec2 uint16BitsToHalf(u16vec2);f16vec3 uint16BitsToHalf(u16vec3);f16vec4 uint16BitsToHalf(u16vec4);int packInt2x16(i16vec2);uint packUint2x16(u16vec2);int64_t packInt4x16(i16vec4);uint64_t packUint4x16(u16vec4);i16vec2 unpackInt2x16(int);u16vec2 unpackUint2x16(uint);i16vec4 unpackInt4x16(int64_t);u16vec4 unpackUint4x16(uint64_t);bvec2 lessThan(i16vec2, i16vec2);bvec3 lessThan(i16vec3, i16vec3);bvec4 lessThan(i16vec4, i16vec4);bvec2 lessThan(u16vec2, u16vec2);bvec3 lessThan(u16vec3, u16vec3);bvec4 lessThan(u16vec4, u16vec4);bvec2 lessThanEqual(i16vec2, i16vec2);bvec3 lessThanEqual(i16vec3, i16vec3);bvec4 lessThanEqual(i16vec4, i16vec4);bvec2 lessThanEqual(u16vec2, u16vec2);bvec3 lessThanEqual(u16vec3, u16vec3);bvec4 lessThanEqual(u16vec4, u16vec4);bvec2 greaterThan(i16vec2, i16vec2);bvec3 greaterThan(i16vec3, i16vec3);bvec4 greaterThan(i16vec4, i16vec4);bvec2 greaterThan(u16vec2, u16vec2);bvec3 greaterThan(u16vec3, u16vec3);bvec4 greaterThan(u16vec4, u16vec4);bvec2 greaterThanEqual(i16vec2, i16vec2);bvec3 greaterThanEqual(i16vec3, i16vec3);bvec4 greaterThanEqual(i16vec4, i16vec4);bvec2 greaterThanEqual(u16vec2, u16vec2);bvec3 greaterThanEqual(u16vec3, u16vec3);bvec4 greaterThanEqual(u16vec4, u16vec4);bvec2 equal(i16vec2, i16vec2);bvec3 equal(i16vec3, i16vec3);bvec4 equal(i16vec4, i16vec4);bvec2 equal(u16vec2, u16vec2);bvec3 equal(u16vec3, u16vec3);bvec4 equal(u16vec4, u16vec4);bvec2 notEqual(i16vec2, i16vec2);bvec3 notEqual(i16vec3, i16vec3);bvec4 notEqual(i16vec4, i16vec4);bvec2 notEqual(u16vec2, u16vec2);bvec3 notEqual(u16vec3, u16vec3);bvec4 notEqual(u16vec4, u16vec4); int16_t bitfieldExtract( int16_t, int16_t, int16_t);i16vec2 bitfieldExtract(i16vec2, int16_t, int16_t);i16vec3 bitfieldExtract(i16vec3, int16_t, int16_t);i16vec4 bitfieldExtract(i16vec4, int16_t, int16_t); uint16_t bitfieldExtract( uint16_t, int16_t, int16_t);u16vec2 bitfieldExtract(u16vec2, int16_t, int16_t);u16vec3 bitfieldExtract(u16vec3, int16_t, int16_t);u16vec4 bitfieldExtract(u16vec4, int16_t, int16_t); int16_t bitfieldInsert( int16_t base, int16_t, int16_t, int16_t);i16vec2 bitfieldInsert(i16vec2 base, i16vec2, int16_t, int16_t);i16vec3 bitfieldInsert(i16vec3 base, i16vec3, int16_t, int16_t);i16vec4 bitfieldInsert(i16vec4 base, i16vec4, int16_t, int16_t); uint16_t bitfieldInsert( uint16_t base, uint16_t, int16_t, int16_t);u16vec2 bitfieldInsert(u16vec2 base, u16vec2, int16_t, int16_t);u16vec3 bitfieldInsert(u16vec3 base, u16vec3, int16_t, int16_t);u16vec4 bitfieldInsert(u16vec4 base, u16vec4, int16_t, int16_t); int16_t bitCount( int16_t);i16vec2 bitCount(i16vec2);i16vec3 bitCount(i16vec3);i16vec4 bitCount(i16vec4); int16_t bitCount( uint16_t);i16vec2 bitCount(u16vec2);i16vec3 bitCount(u16vec3);i16vec4 bitCount(u16vec4);int16_t bitfieldReverse(highp int16_t);i16vec2 bitfieldReverse(highp i16vec2);i16vec3 bitfieldReverse(highp i16vec3);i16vec4 bitfieldReverse(highp i16vec4);uint16_t bitfieldReverse(highp uint16_t);u16vec2 bitfieldReverse(highp u16vec2);u16vec3 bitfieldReverse(highp u16vec3);u16vec4 bitfieldReverse(highp u16vec4); int16_t findLSB( int16_t);i16vec2 findLSB(i16vec2);i16vec3 findLSB(i16vec3);i16vec4 findLSB(i16vec4); int16_t findLSB( uint16_t);i16vec2 findLSB(u16vec2);i16vec3 findLSB(u16vec3);i16vec4 findLSB(u16vec4); int16_t findMSB( int16_t);i16vec2 findMSB(i16vec2);i16vec3 findMSB(i16vec3);i16vec4 findMSB(i16vec4); int16_t findMSB( uint16_t);i16vec2 findMSB(u16vec2);i16vec3 findMSB(u16vec3);i16vec4 findMSB(u16vec4);int16_t pack16(i8vec2);uint16_t pack16(u8vec2);int32_t pack32(i8vec4);uint32_t pack32(u8vec4);int32_t pack32(i16vec2);uint32_t pack32(u16vec2);int64_t pack64(i16vec4);uint64_t pack64(u16vec4);int64_t pack64(i32vec2);uint64_t pack64(u32vec2);i8vec2 unpack8(int16_t);u8vec2 unpack8(uint16_t);i8vec4 unpack8(int32_t);u8vec4 unpack8(uint32_t);i16vec2 unpack16(int32_t);u16vec2 unpack16(uint32_t);i16vec4 unpack16(int64_t);u16vec4 unpack16(uint64_t);i32vec2 unpack32(int64_t);u32vec2 unpack32(uint64_t);int8_t expectEXT(int8_t, int8_t);i8vec2 expectEXT(i8vec2, i8vec2);i8vec3 expectEXT(i8vec3, i8vec3);i8vec4 expectEXT(i8vec4, i8vec4);uint8_t expectEXT(uint8_t, uint8_t);u8vec2 expectEXT(u8vec2, u8vec2);u8vec3 expectEXT(u8vec3, u8vec3);u8vec4 expectEXT(u8vec4, u8vec4);int16_t expectEXT(int16_t, int16_t);i16vec2 expectEXT(i16vec2, i16vec2);i16vec3 expectEXT(i16vec3, i16vec3);i16vec4 expectEXT(i16vec4, i16vec4);uint16_t expectEXT(uint16_t, uint16_t);u16vec2 expectEXT(u16vec2, u16vec2);u16vec3 expectEXT(u16vec3, u16vec3);u16vec4 expectEXT(u16vec4, u16vec4);int64_t expectEXT(int64_t, int64_t);i64vec2 expectEXT(i64vec2, i64vec2);i64vec3 expectEXT(i64vec3, i64vec3);i64vec4 expectEXT(i64vec4, i64vec4);uint64_t expectEXT(uint64_t, uint64_t);u64vec2 expectEXT(u64vec2, u64vec2);u64vec3 expectEXT(u64vec3, u64vec3);u64vec4 expectEXT(u64vec4, u64vec4); 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 memoryBarrierBuffer();void memoryBarrierImage();void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); 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 int textureSize(samplerBuffer); Step #5: vec4 texelFetch(samplerBuffer,int); Step #5: vec4 texelFetch(textureBuffer,int); Step #5: highp int textureSize(textureBuffer); Step #5: highp int textureSize(isamplerBuffer); Step #5: ivec4 texelFetch(isamplerBuffer,int); Step #5: ivec4 texelFetch(itextureBuffer,int); Step #5: highp int textureSize(itextureBuffer); Step #5: highp int textureSize(usamplerBuffer); Step #5: uvec4 texelFetch(usamplerBuffer,int); Step #5: uvec4 texelFetch(utextureBuffer,int); Step #5: highp int textureSize(utextureBuffer); 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 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: highp ivec3 textureSize(textureCubeArray,int); Step #5: highp 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: highp ivec3 textureSize(itextureCubeArray,int); Step #5: highp 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: highp ivec3 textureSize(utextureCubeArray,int); Step #5: highp ivec2 textureSize(sampler2DMS); Step #5: vec4 texelFetch(sampler2DMS,ivec2,int); Step #5: vec4 texelFetch(texture2DMS,ivec2,int); Step #5: highp ivec2 textureSize(texture2DMS); Step #5: highp ivec2 textureSize(isampler2DMS); Step #5: ivec4 texelFetch(isampler2DMS,ivec2,int); Step #5: ivec4 texelFetch(itexture2DMS,ivec2,int); Step #5: highp ivec2 textureSize(itexture2DMS); Step #5: highp ivec2 textureSize(usampler2DMS); Step #5: uvec4 texelFetch(usampler2DMS,ivec2,int); Step #5: uvec4 texelFetch(utexture2DMS,ivec2,int); Step #5: highp ivec2 textureSize(utexture2DMS); Step #5: highp ivec3 textureSize(sampler2DMSArray); Step #5: vec4 texelFetch(sampler2DMSArray,ivec3,int); Step #5: vec4 texelFetch(texture2DMSArray,ivec3,int); Step #5: highp ivec3 textureSize(texture2DMSArray); Step #5: highp ivec3 textureSize(isampler2DMSArray); Step #5: ivec4 texelFetch(isampler2DMSArray,ivec3,int); Step #5: ivec4 texelFetch(itexture2DMSArray,ivec3,int); Step #5: highp ivec3 textureSize(itexture2DMSArray); Step #5: highp ivec3 textureSize(usampler2DMSArray); Step #5: uvec4 texelFetch(usampler2DMSArray,ivec3,int); Step #5: uvec4 texelFetch(utexture2DMSArray,ivec3,int); Step #5: highp ivec3 textureSize(utexture2DMSArray); 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 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: highp ivec2 imageSize(readonly writeonly volatile coherent nontemporal image2D); Step #5: highp vec4 imageLoad(readonly volatile coherent nontemporal image2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal image2D, ivec2, vec4); Step #5: float imageAtomicExchange(volatile coherent nontemporal image2D, ivec2, float); Step #5: highp ivec2 imageSize(readonly writeonly volatile coherent nontemporal iimage2D); 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 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: highp ivec2 imageSize(readonly writeonly volatile coherent nontemporal uimage2D); 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 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: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal image3D); Step #5: highp vec4 imageLoad(readonly volatile coherent nontemporal image3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal image3D, ivec3, vec4); Step #5: float imageAtomicExchange(volatile coherent nontemporal image3D, ivec3, float); Step #5: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal iimage3D); 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 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: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal uimage3D); 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 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: highp ivec2 imageSize(readonly writeonly volatile coherent nontemporal imageCube); Step #5: highp vec4 imageLoad(readonly volatile coherent nontemporal imageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal imageCube, ivec3, vec4); Step #5: float imageAtomicExchange(volatile coherent nontemporal imageCube, ivec3, float); Step #5: highp ivec2 imageSize(readonly writeonly volatile coherent nontemporal iimageCube); 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 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: highp ivec2 imageSize(readonly writeonly volatile coherent nontemporal uimageCube); 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 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: highp int imageSize(readonly writeonly volatile coherent nontemporal imageBuffer); Step #5: highp vec4 imageLoad(readonly volatile coherent nontemporal imageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal imageBuffer, int, vec4); Step #5: float imageAtomicExchange(volatile coherent nontemporal imageBuffer, int, float); Step #5: highp int imageSize(readonly writeonly volatile coherent nontemporal iimageBuffer); Step #5: highp 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: highp int imageSize(readonly writeonly volatile coherent nontemporal uimageBuffer); Step #5: highp 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: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal image2DArray); Step #5: highp vec4 imageLoad(readonly volatile coherent nontemporal image2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DArray, ivec3, vec4); Step #5: float imageAtomicExchange(volatile coherent nontemporal image2DArray, ivec3, float); Step #5: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal iimage2DArray); 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 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: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal uimage2DArray); Step #5: highp 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: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal imageCubeArray); Step #5: highp vec4 imageLoad(readonly volatile coherent nontemporal imageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal imageCubeArray, ivec3, vec4); Step #5: float imageAtomicExchange(volatile coherent nontemporal imageCubeArray, ivec3, float); Step #5: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal iimageCubeArray); Step #5: highp 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: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal uimageCubeArray); Step #5: highp 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: const int gl_ScopeDevice = 1; Step #5: const int gl_ScopeWorkgroup = 2; Step #5: const int gl_ScopeSubgroup = 3; Step #5: const int gl_ScopeInvocation = 4; Step #5: const int gl_ScopeQueueFamily = 5; Step #5: const int gl_ScopeShaderCallEXT = 6; Step #5: const int gl_SemanticsRelaxed = 0x0; Step #5: const int gl_SemanticsAcquire = 0x2; Step #5: const int gl_SemanticsRelease = 0x4; Step #5: const int gl_SemanticsAcquireRelease = 0x8; Step #5: const int gl_SemanticsMakeAvailable = 0x2000; Step #5: const int gl_SemanticsMakeVisible = 0x4000; Step #5: const int gl_SemanticsVolatile = 0x8000; Step #5: const int gl_StorageSemanticsNone = 0x0; Step #5: const int gl_StorageSemanticsBuffer = 0x40; Step #5: const int gl_StorageSemanticsShared = 0x100; Step #5: const int gl_StorageSemanticsImage = 0x800; Step #5: const int gl_StorageSemanticsOutput = 0x1000; Step #5: highp ivec2 imageSize(readonly writeonly volatile coherent nontemporal i64image2D); Step #5: highp i64vec4 imageLoad(readonly volatile coherent nontemporal i64image2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal i64image2D, ivec2, i64vec4); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image2D, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image2D, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image2D, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image2D, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image2D, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image2D, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image2D, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, highp int64_t); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, highp int64_t, int, int, int, int, int); Step #5: highp int64_t imageAtomicLoad(volatile coherent nontemporal i64image2D, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, int, int, int); Step #5: highp ivec2 imageSize(readonly writeonly volatile coherent nontemporal u64image2D); Step #5: highp u64vec4 imageLoad(readonly volatile coherent nontemporal u64image2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal u64image2D, ivec2, u64vec4); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, highp uint64_t); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, highp uint64_t, int, int, int, int, int); Step #5: highp uint64_t imageAtomicLoad(volatile coherent nontemporal u64image2D, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, int, int, int); Step #5: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal i64image3D); Step #5: highp i64vec4 imageLoad(readonly volatile coherent nontemporal i64image3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal i64image3D, ivec3, i64vec4); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image3D, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image3D, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image3D, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image3D, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image3D, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image3D, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image3D, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, highp int64_t); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, highp int64_t, int, int, int, int, int); Step #5: highp int64_t imageAtomicLoad(volatile coherent nontemporal i64image3D, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, int, int, int); Step #5: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal u64image3D); Step #5: highp u64vec4 imageLoad(readonly volatile coherent nontemporal u64image3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal u64image3D, ivec3, u64vec4); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, highp uint64_t); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, highp uint64_t, int, int, int, int, int); Step #5: highp uint64_t imageAtomicLoad(volatile coherent nontemporal u64image3D, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, int, int, int); Step #5: highp ivec2 imageSize(readonly writeonly volatile coherent nontemporal i64imageCube); Step #5: highp i64vec4 imageLoad(readonly volatile coherent nontemporal i64imageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal i64imageCube, ivec3, i64vec4); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, highp int64_t); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, highp int64_t, int, int, int, int, int); Step #5: highp int64_t imageAtomicLoad(volatile coherent nontemporal i64imageCube, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, int, int, int); Step #5: highp ivec2 imageSize(readonly writeonly volatile coherent nontemporal u64imageCube); Step #5: highp u64vec4 imageLoad(readonly volatile coherent nontemporal u64imageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal u64imageCube, ivec3, u64vec4); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, highp uint64_t); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, highp uint64_t, int, int, int, int, int); Step #5: highp uint64_t imageAtomicLoad(volatile coherent nontemporal u64imageCube, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, int, int, int); Step #5: highp int imageSize(readonly writeonly volatile coherent nontemporal i64imageBuffer); Step #5: highp i64vec4 imageLoad(readonly volatile coherent nontemporal i64imageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal i64imageBuffer, int, i64vec4); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64imageBuffer, int, highp int64_t); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64imageBuffer, int, highp int64_t); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64imageBuffer, int, highp int64_t); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64imageBuffer, int, highp int64_t); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64imageBuffer, int, highp int64_t); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64imageBuffer, int, highp int64_t); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64imageBuffer, int, highp int64_t); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, highp int64_t); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, highp int64_t, int, int, int, int, int); Step #5: highp int64_t imageAtomicLoad(volatile coherent nontemporal i64imageBuffer, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, int, int, int); Step #5: highp int imageSize(readonly writeonly volatile coherent nontemporal u64imageBuffer); Step #5: highp u64vec4 imageLoad(readonly volatile coherent nontemporal u64imageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal u64imageBuffer, int, u64vec4); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, highp uint64_t); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, highp uint64_t, int, int, int, int, int); Step #5: highp uint64_t imageAtomicLoad(volatile coherent nontemporal u64imageBuffer, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, int, int, int); Step #5: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal i64image2DArray); Step #5: highp i64vec4 imageLoad(readonly volatile coherent nontemporal i64image2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal i64image2DArray, ivec3, i64vec4); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, highp int64_t); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, highp int64_t, int, int, int, int, int); Step #5: highp int64_t imageAtomicLoad(volatile coherent nontemporal i64image2DArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, int, int, int); Step #5: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal u64image2DArray); Step #5: highp u64vec4 imageLoad(readonly volatile coherent nontemporal u64image2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal u64image2DArray, ivec3, u64vec4); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, highp uint64_t); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, highp uint64_t, int, int, int, int, int); Step #5: highp uint64_t imageAtomicLoad(volatile coherent nontemporal u64image2DArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, int, int, int); Step #5: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal i64imageCubeArray); Step #5: highp i64vec4 imageLoad(readonly volatile coherent nontemporal i64imageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal i64imageCubeArray, ivec3, i64vec4); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, highp int64_t); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, highp int64_t, int, int, int, int, int); Step #5: highp int64_t imageAtomicLoad(volatile coherent nontemporal i64imageCubeArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, int, int, int); Step #5: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal u64imageCubeArray); Step #5: highp u64vec4 imageLoad(readonly volatile coherent nontemporal u64imageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal u64imageCubeArray, ivec3, u64vec4); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, highp uint64_t); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, highp uint64_t, int, int, int, int, int); Step #5: highp uint64_t imageAtomicLoad(volatile coherent nontemporal u64imageCubeArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, int, int, int); Step #5: highp ivec2 imageSize(readonly writeonly volatile coherent nontemporal i64image2DMS); Step #5: highp i64vec4 imageLoad(readonly volatile coherent nontemporal i64image2DMS, ivec2, int); Step #5: void imageStore(writeonly volatile coherent nontemporal i64image2DMS, ivec2, int, i64vec4); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, highp int64_t); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, highp int64_t, int, int, int, int, int); Step #5: highp int64_t imageAtomicLoad(volatile coherent nontemporal i64image2DMS, ivec2, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, int, int, int); Step #5: highp ivec2 imageSize(readonly writeonly volatile coherent nontemporal u64image2DMS); Step #5: highp u64vec4 imageLoad(readonly volatile coherent nontemporal u64image2DMS, ivec2, int); Step #5: void imageStore(writeonly volatile coherent nontemporal u64image2DMS, ivec2, int, u64vec4); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, highp uint64_t); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, highp uint64_t, int, int, int, int, int); Step #5: highp uint64_t imageAtomicLoad(volatile coherent nontemporal u64image2DMS, ivec2, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, int, int, int); Step #5: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal i64image2DMSArray); Step #5: highp i64vec4 imageLoad(readonly volatile coherent nontemporal i64image2DMSArray, ivec3, int); Step #5: void imageStore(writeonly volatile coherent nontemporal i64image2DMSArray, ivec3, int, i64vec4); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, highp int64_t); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, highp int64_t, int, int, int, int, int); Step #5: highp int64_t imageAtomicLoad(volatile coherent nontemporal i64image2DMSArray, ivec3, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, int, int, int); Step #5: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal u64image2DMSArray); Step #5: highp u64vec4 imageLoad(readonly volatile coherent nontemporal u64image2DMSArray, ivec3, int); Step #5: void imageStore(writeonly volatile coherent nontemporal u64image2DMSArray, ivec3, int, u64vec4); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, highp uint64_t); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, highp uint64_t, int, int, int, int, int); Step #5: highp uint64_t imageAtomicLoad(volatile coherent nontemporal u64image2DMSArray, ivec3, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, int, int, int); Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:379: '' : syntax error, unexpected SAMPLER, expecting RIGHT_PAREN Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:379: '' : 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 atomicAdd(coherent volatile nontemporal inout int,int); Step #5: uint atomicAdd(coherent volatile nontemporal inout uint,uint); Step #5: int atomicMin(coherent volatile nontemporal inout int,int); Step #5: uint atomicMin(coherent volatile nontemporal inout uint,uint); Step #5: int atomicMax(coherent volatile nontemporal inout int,int); Step #5: uint atomicMax(coherent volatile nontemporal inout uint,uint); Step #5: int atomicAnd(coherent volatile nontemporal inout int,int); Step #5: uint atomicAnd(coherent volatile nontemporal inout uint,uint); Step #5: int atomicOr(coherent volatile nontemporal inout int,int); Step #5: uint atomicOr(coherent volatile nontemporal inout uint,uint); Step #5: int atomicXor(coherent volatile nontemporal inout int,int); Step #5: uint atomicXor(coherent volatile nontemporal inout uint,uint); Step #5: int atomicExchange(coherent volatile nontemporal inout int,int); Step #5: uint atomicExchange(coherent volatile nontemporal inout uint,uint); Step #5: int atomicCompSwap(coherent volatile nontemporal inout int,int,int); Step #5: uint atomicCompSwap(coherent volatile nontemporal inout uint,uint,uint); Step #5: bool mix(bool,bool,bool); Step #5: bvec2 mix(bvec2,bvec2,bvec2); Step #5: bvec3 mix(bvec3,bvec3,bvec3); Step #5: bvec4 mix(bvec4,bvec4,bvec4); Step #5: int mix(int,int,bool); Step #5: ivec2 mix(ivec2,ivec2,bvec2); Step #5: ivec3 mix(ivec3,ivec3,bvec3); Step #5: ivec4 mix(ivec4,ivec4,bvec4); Step #5: uint mix(uint,uint,bool); Step #5: uvec2 mix(uvec2,uvec2,bvec2); Step #5: uvec3 mix(uvec3,uvec3,bvec3); Step #5: uvec4 mix(uvec4,uvec4,bvec4); Step #5: float64_t sqrt(float64_t);f64vec2 sqrt(f64vec2);f64vec3 sqrt(f64vec3);f64vec4 sqrt(f64vec4);float64_t inversesqrt(float64_t);f64vec2 inversesqrt(f64vec2);f64vec3 inversesqrt(f64vec3);f64vec4 inversesqrt(f64vec4);float64_t abs(float64_t);f64vec2 abs(f64vec2);f64vec3 abs(f64vec3);f64vec4 abs(f64vec4);float64_t sign(float64_t);f64vec2 sign(f64vec2);f64vec3 sign(f64vec3);f64vec4 sign(f64vec4);float64_t floor(float64_t);f64vec2 floor(f64vec2);f64vec3 floor(f64vec3);f64vec4 floor(f64vec4);float64_t trunc(float64_t);f64vec2 trunc(f64vec2);f64vec3 trunc(f64vec3);f64vec4 trunc(f64vec4);float64_t round(float64_t);f64vec2 round(f64vec2);f64vec3 round(f64vec3);f64vec4 round(f64vec4);float64_t roundEven(float64_t);f64vec2 roundEven(f64vec2);f64vec3 roundEven(f64vec3);f64vec4 roundEven(f64vec4);float64_t ceil(float64_t);f64vec2 ceil(f64vec2);f64vec3 ceil(f64vec3);f64vec4 ceil(f64vec4);float64_t fract(float64_t);f64vec2 fract(f64vec2);f64vec3 fract(f64vec3);f64vec4 fract(f64vec4);float64_t mod(float64_t, float64_t);f64vec2 mod(f64vec2 , float64_t);f64vec3 mod(f64vec3 , float64_t);f64vec4 mod(f64vec4 , float64_t);f64vec2 mod(f64vec2 , f64vec2);f64vec3 mod(f64vec3 , f64vec3);f64vec4 mod(f64vec4 , f64vec4);float64_t modf(float64_t, out float64_t);f64vec2 modf(f64vec2, out f64vec2);f64vec3 modf(f64vec3, out f64vec3);f64vec4 modf(f64vec4, out f64vec4);float64_t min(float64_t, float64_t);f64vec2 min(f64vec2, float64_t);f64vec3 min(f64vec3, float64_t);f64vec4 min(f64vec4, float64_t);f64vec2 min(f64vec2, f64vec2);f64vec3 min(f64vec3, f64vec3);f64vec4 min(f64vec4, f64vec4);float64_t max(float64_t, float64_t);f64vec2 max(f64vec2 , float64_t);f64vec3 max(f64vec3 , float64_t);f64vec4 max(f64vec4 , float64_t);f64vec2 max(f64vec2 , f64vec2);f64vec3 max(f64vec3 , f64vec3);f64vec4 max(f64vec4 , f64vec4);float64_t clamp(float64_t, float64_t, float64_t);f64vec2 clamp(f64vec2 , float64_t, float64_t);f64vec3 clamp(f64vec3 , float64_t, float64_t);f64vec4 clamp(f64vec4 , float64_t, float64_t);f64vec2 clamp(f64vec2 , f64vec2 , f64vec2);f64vec3 clamp(f64vec3 , f64vec3 , f64vec3);f64vec4 clamp(f64vec4 , f64vec4 , f64vec4);float64_t mix(float64_t, float64_t, float64_t);f64vec2 mix(f64vec2, f64vec2, float64_t);f64vec3 mix(f64vec3, f64vec3, float64_t);f64vec4 mix(f64vec4, f64vec4, float64_t);f64vec2 mix(f64vec2, f64vec2, f64vec2);f64vec3 mix(f64vec3, f64vec3, f64vec3);f64vec4 mix(f64vec4, f64vec4, f64vec4);float64_t mix(float64_t, float64_t, bool);f64vec2 mix(f64vec2, f64vec2, bvec2);f64vec3 mix(f64vec3, f64vec3, bvec3);f64vec4 mix(f64vec4, f64vec4, bvec4);float64_t step(float64_t, float64_t);f64vec2 step(f64vec2 , f64vec2);f64vec3 step(f64vec3 , f64vec3);f64vec4 step(f64vec4 , f64vec4);f64vec2 step(float64_t, f64vec2);f64vec3 step(float64_t, f64vec3);f64vec4 step(float64_t, f64vec4);float64_t smoothstep(float64_t, float64_t, float64_t);f64vec2 smoothstep(f64vec2 , f64vec2 , f64vec2);f64vec3 smoothstep(f64vec3 , f64vec3 , f64vec3);f64vec4 smoothstep(f64vec4 , f64vec4 , f64vec4);f64vec2 smoothstep(float64_t, float64_t, f64vec2);f64vec3 smoothstep(float64_t, float64_t, f64vec3);f64vec4 smoothstep(float64_t, float64_t, f64vec4);float64_t length(float64_t);float64_t length(f64vec2);float64_t length(f64vec3);float64_t length(f64vec4);float64_t distance(float64_t, float64_t);float64_t distance(f64vec2 , f64vec2);float64_t distance(f64vec3 , f64vec3);float64_t distance(f64vec4 , f64vec4);float64_t dot(float64_t, float64_t);float64_t dot(f64vec2 , f64vec2);float64_t dot(f64vec3 , f64vec3);float64_t dot(f64vec4 , f64vec4);f64vec3 cross(f64vec3, f64vec3);float64_t normalize(float64_t);f64vec2 normalize(f64vec2);f64vec3 normalize(f64vec3);f64vec4 normalize(f64vec4);float64_t faceforward(float64_t, float64_t, float64_t);f64vec2 faceforward(f64vec2, f64vec2, f64vec2);f64vec3 faceforward(f64vec3, f64vec3, f64vec3);f64vec4 faceforward(f64vec4, f64vec4, f64vec4);float64_t reflect(float64_t, float64_t);f64vec2 reflect(f64vec2 , f64vec2 );f64vec3 reflect(f64vec3 , f64vec3 );f64vec4 reflect(f64vec4 , f64vec4 );float64_t refract(float64_t, float64_t, float64_t);f64vec2 refract(f64vec2 , f64vec2 , float64_t);f64vec3 refract(f64vec3 , f64vec3 , float64_t);f64vec4 refract(f64vec4 , f64vec4 , float64_t);f64mat2 matrixCompMult(f64mat2, f64mat2);f64mat3 matrixCompMult(f64mat3, f64mat3);f64mat4 matrixCompMult(f64mat4, f64mat4);f64mat2x3 matrixCompMult(f64mat2x3, f64mat2x3);f64mat2x4 matrixCompMult(f64mat2x4, f64mat2x4);f64mat3x2 matrixCompMult(f64mat3x2, f64mat3x2);f64mat3x4 matrixCompMult(f64mat3x4, f64mat3x4);f64mat4x2 matrixCompMult(f64mat4x2, f64mat4x2);f64mat4x3 matrixCompMult(f64mat4x3, f64mat4x3);f64mat2 outerProduct(f64vec2, f64vec2);f64mat3 outerProduct(f64vec3, f64vec3);f64mat4 outerProduct(f64vec4, f64vec4);f64mat2x3 outerProduct(f64vec3, f64vec2);f64mat3x2 outerProduct(f64vec2, f64vec3);f64mat2x4 outerProduct(f64vec4, f64vec2);f64mat4x2 outerProduct(f64vec2, f64vec4);f64mat3x4 outerProduct(f64vec4, f64vec3);f64mat4x3 outerProduct(f64vec3, f64vec4);f64mat2 transpose(f64mat2);f64mat3 transpose(f64mat3);f64mat4 transpose(f64mat4);f64mat2x3 transpose(f64mat3x2);f64mat3x2 transpose(f64mat2x3);f64mat2x4 transpose(f64mat4x2);f64mat4x2 transpose(f64mat2x4);f64mat3x4 transpose(f64mat4x3);f64mat4x3 transpose(f64mat3x4);float64_t determinant(f64mat2);float64_t determinant(f64mat3);float64_t determinant(f64mat4);f64mat2 inverse(f64mat2);f64mat3 inverse(f64mat3);f64mat4 inverse(f64mat4); Step #5: int64_t abs(int64_t);i64vec2 abs(i64vec2);i64vec3 abs(i64vec3);i64vec4 abs(i64vec4);int64_t sign(int64_t);i64vec2 sign(i64vec2);i64vec3 sign(i64vec3);i64vec4 sign(i64vec4);int64_t min(int64_t, int64_t);i64vec2 min(i64vec2, int64_t);i64vec3 min(i64vec3, int64_t);i64vec4 min(i64vec4, int64_t);i64vec2 min(i64vec2, i64vec2);i64vec3 min(i64vec3, i64vec3);i64vec4 min(i64vec4, i64vec4);uint64_t min(uint64_t, uint64_t);u64vec2 min(u64vec2, uint64_t);u64vec3 min(u64vec3, uint64_t);u64vec4 min(u64vec4, uint64_t);u64vec2 min(u64vec2, u64vec2);u64vec3 min(u64vec3, u64vec3);u64vec4 min(u64vec4, u64vec4);int64_t max(int64_t, int64_t);i64vec2 max(i64vec2, int64_t);i64vec3 max(i64vec3, int64_t);i64vec4 max(i64vec4, int64_t);i64vec2 max(i64vec2, i64vec2);i64vec3 max(i64vec3, i64vec3);i64vec4 max(i64vec4, i64vec4);uint64_t max(uint64_t, uint64_t);u64vec2 max(u64vec2, uint64_t);u64vec3 max(u64vec3, uint64_t);u64vec4 max(u64vec4, uint64_t);u64vec2 max(u64vec2, u64vec2);u64vec3 max(u64vec3, u64vec3);u64vec4 max(u64vec4, u64vec4);int64_t clamp(int64_t, int64_t, int64_t);i64vec2 clamp(i64vec2, int64_t, int64_t);i64vec3 clamp(i64vec3, int64_t, int64_t);i64vec4 clamp(i64vec4, int64_t, int64_t);i64vec2 clamp(i64vec2, i64vec2, i64vec2);i64vec3 clamp(i64vec3, i64vec3, i64vec3);i64vec4 clamp(i64vec4, i64vec4, i64vec4);uint64_t clamp(uint64_t, uint64_t, uint64_t);u64vec2 clamp(u64vec2, uint64_t, uint64_t);u64vec3 clamp(u64vec3, uint64_t, uint64_t);u64vec4 clamp(u64vec4, uint64_t, uint64_t);u64vec2 clamp(u64vec2, u64vec2, u64vec2);u64vec3 clamp(u64vec3, u64vec3, u64vec3);u64vec4 clamp(u64vec4, u64vec4, u64vec4);int64_t mix(int64_t, int64_t, bool);i64vec2 mix(i64vec2, i64vec2, bvec2);i64vec3 mix(i64vec3, i64vec3, bvec3);i64vec4 mix(i64vec4, i64vec4, bvec4);uint64_t mix(uint64_t, uint64_t, bool);u64vec2 mix(u64vec2, u64vec2, bvec2);u64vec3 mix(u64vec3, u64vec3, bvec3);u64vec4 mix(u64vec4, u64vec4, bvec4);int64_t doubleBitsToInt64(float64_t);i64vec2 doubleBitsToInt64(f64vec2);i64vec3 doubleBitsToInt64(f64vec3);i64vec4 doubleBitsToInt64(f64vec4);uint64_t doubleBitsToUint64(float64_t);u64vec2 doubleBitsToUint64(f64vec2);u64vec3 doubleBitsToUint64(f64vec3);u64vec4 doubleBitsToUint64(f64vec4);float64_t int64BitsToDouble(int64_t);f64vec2 int64BitsToDouble(i64vec2);f64vec3 int64BitsToDouble(i64vec3);f64vec4 int64BitsToDouble(i64vec4);float64_t uint64BitsToDouble(uint64_t);f64vec2 uint64BitsToDouble(u64vec2);f64vec3 uint64BitsToDouble(u64vec3);f64vec4 uint64BitsToDouble(u64vec4);int64_t packInt2x32(ivec2);uint64_t packUint2x32(uvec2);ivec2 unpackInt2x32(int64_t);uvec2 unpackUint2x32(uint64_t);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);int64_t bitCount(int64_t);i64vec2 bitCount(i64vec2);i64vec3 bitCount(i64vec3);i64vec4 bitCount(i64vec4);int64_t bitCount(uint64_t);i64vec2 bitCount(u64vec2);i64vec3 bitCount(u64vec3);i64vec4 bitCount(u64vec4);int64_t findLSB(int64_t);i64vec2 findLSB(i64vec2);i64vec3 findLSB(i64vec3);i64vec4 findLSB(i64vec4);int64_t findLSB(uint64_t);i64vec2 findLSB(u64vec2);i64vec3 findLSB(u64vec3);i64vec4 findLSB(u64vec4);int64_t findMSB(int64_t);i64vec2 findMSB(i64vec2);i64vec3 findMSB(i64vec3);i64vec4 findMSB(i64vec4);int64_t findMSB(uint64_t);i64vec2 findMSB(u64vec2);i64vec3 findMSB(u64vec3);i64vec4 findMSB(u64vec4); Step #5: uint atomicAdd(coherent volatile nontemporal inout uint, uint, int, int, int); int atomicAdd(coherent volatile nontemporal inout int, int, int, int, int);uint atomicMin(coherent volatile nontemporal inout uint, uint, int, int, int); int atomicMin(coherent volatile nontemporal inout int, int, int, int, int);uint atomicMax(coherent volatile nontemporal inout uint, uint, int, int, int); int atomicMax(coherent volatile nontemporal inout int, int, int, int, int);uint atomicAnd(coherent volatile nontemporal inout uint, uint, int, int, int); int atomicAnd(coherent volatile nontemporal inout int, int, int, int, int);uint atomicOr (coherent volatile nontemporal inout uint, uint, int, int, int); int atomicOr (coherent volatile nontemporal inout int, int, int, int, int);uint atomicXor(coherent volatile nontemporal inout uint, uint, int, int, int); int atomicXor(coherent volatile nontemporal inout int, int, int, int, int);uint atomicExchange(coherent volatile nontemporal inout uint, uint, int, int, int); int atomicExchange(coherent volatile nontemporal inout int, int, int, int, int);uint atomicCompSwap(coherent volatile nontemporal inout uint, uint, uint, int, int, int, int, int); int atomicCompSwap(coherent volatile nontemporal inout int, int, int, int, int, int, int, int);uint atomicLoad(coherent volatile nontemporal in uint, int, int, int); int atomicLoad(coherent volatile nontemporal in int, int, int, int);void atomicStore(coherent volatile nontemporal out uint, uint, int, int, int);void atomicStore(coherent volatile nontemporal out int, int, int, int, int); 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: float64_t fma(float64_t, float64_t, float64_t);f64vec2 fma(f64vec2, f64vec2, f64vec2 );f64vec3 fma(f64vec3, f64vec3, f64vec3 );f64vec4 fma(f64vec4, f64vec4, f64vec4 ); 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: float64_t frexp(float64_t, out int);f64vec2 frexp( f64vec2, out ivec2);f64vec3 frexp( f64vec3, out ivec3);f64vec4 frexp( f64vec4, out ivec4);float64_t ldexp(float64_t, int);f64vec2 ldexp( f64vec2, ivec2);f64vec3 ldexp( f64vec3, ivec3);f64vec4 ldexp( f64vec4, ivec4); 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: highp uint packSnorm4x8(vec4);highp uint packUnorm4x8(vec4); Step #5: mediump vec4 unpackSnorm4x8(highp uint);mediump 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: 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: 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: lowp int findLSB( int);lowp ivec2 findLSB(ivec2);lowp ivec3 findLSB(ivec3);lowp ivec4 findLSB(ivec4);lowp int findLSB( uint);lowp ivec2 findLSB(uvec2);lowp ivec3 findLSB(uvec3);lowp ivec4 findLSB(uvec4); 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: lowp int bitCount( int);lowp ivec2 bitCount(ivec2);lowp ivec3 bitCount(ivec3);lowp ivec4 bitCount(ivec4);lowp int bitCount( uint);lowp ivec2 bitCount(uvec2);lowp ivec3 bitCount(uvec3);lowp ivec4 bitCount(uvec4);lowp int findMSB(highp int);lowp ivec2 findMSB(highp ivec2);lowp ivec3 findMSB(highp ivec3);lowp ivec4 findMSB(highp ivec4);lowp int findMSB(highp uint);lowp ivec2 findMSB(highp uvec2);lowp ivec3 findMSB(highp uvec3);lowp ivec4 findMSB(highp uvec4); 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: 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: bool subgroupAllEqual(vector); 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: vector subgroupBroadcast(vector, 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: vector subgroupBroadcastFirst(vector); 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: vector subgroupShuffle(vector, 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: vector subgroupShuffleXor(vector, 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: vector subgroupShuffleUp(vector, 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: vector subgroupShuffleDown(vector, 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: vector subgroupRotate(vector, 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: vector subgroupClusteredRotate(vector, 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: vector subgroupAdd(vector); 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: vector subgroupMul(vector); 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: vector subgroupMin(vector); 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: vector subgroupMax(vector); 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: vector subgroupAnd(vector); 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: vector subgroupOr(vector); 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: vector subgroupXor(vector); 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: vector subgroupInclusiveAdd(vector); 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: vector subgroupInclusiveMul(vector); 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: vector subgroupInclusiveMin(vector); 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: vector subgroupInclusiveMax(vector); 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: vector subgroupInclusiveAnd(vector); 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: vector subgroupInclusiveOr(vector); 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: vector subgroupInclusiveXor(vector); 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: vector subgroupExclusiveAdd(vector); 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: vector subgroupExclusiveMul(vector); 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: vector subgroupExclusiveMin(vector); 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: vector subgroupExclusiveMax(vector); 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: vector subgroupExclusiveAnd(vector); 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: vector subgroupExclusiveOr(vector); 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: vector subgroupExclusiveXor(vector); 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: vector subgroupClusteredAdd(vector, 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: vector subgroupClusteredMul(vector, 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: vector subgroupClusteredMin(vector, 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: vector subgroupClusteredMax(vector, 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: vector subgroupClusteredAnd(vector, 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: vector subgroupClusteredOr(vector, 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: vector subgroupClusteredXor(vector, 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: vector subgroupQuadBroadcast(vector, 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: vector subgroupQuadSwapHorizontal(vector); 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: vector subgroupQuadSwapVertical(vector); 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: vector subgroupQuadSwapDiagonal(vector); 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: uvec4 subgroupPartitionNV(vector); 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: vector subgroupPartitionedAddNV(vector, 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: vector subgroupPartitionedMulNV(vector, 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: vector subgroupPartitionedMinNV(vector, 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: vector subgroupPartitionedMaxNV(vector, 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: vector subgroupPartitionedAndNV(vector, 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: vector subgroupPartitionedOrNV(vector, 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: vector subgroupPartitionedXorNV(vector, 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: vector subgroupPartitionedInclusiveAddNV(vector, 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: vector subgroupPartitionedInclusiveMulNV(vector, 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: vector subgroupPartitionedInclusiveMinNV(vector, 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: vector subgroupPartitionedInclusiveMaxNV(vector, 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: vector subgroupPartitionedInclusiveAndNV(vector, 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: vector subgroupPartitionedInclusiveOrNV(vector, 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: vector subgroupPartitionedInclusiveXorNV(vector, 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: vector subgroupPartitionedExclusiveAddNV(vector, 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: vector subgroupPartitionedExclusiveMulNV(vector, 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: vector subgroupPartitionedExclusiveMinNV(vector, 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: vector subgroupPartitionedExclusiveMaxNV(vector, 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: vector subgroupPartitionedExclusiveAndNV(vector, 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: vector subgroupPartitionedExclusiveOrNV(vector, 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: vector subgroupPartitionedExclusiveXorNV(vector, 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: struct gl_TextureFootprint2DNV {uvec2 anchor;uvec2 offset;uvec2 mask;uint lod;uint granularity;};struct gl_TextureFootprint3DNV {uvec3 anchor;uvec3 offset;uvec2 mask;uint lod;uint granularity;};bool textureFootprintNV(sampler2D, vec2, int, bool, out gl_TextureFootprint2DNV);bool textureFootprintNV(sampler3D, vec3, int, bool, out gl_TextureFootprint3DNV);bool textureFootprintNV(sampler2D, vec2, int, bool, out gl_TextureFootprint2DNV, float);bool textureFootprintNV(sampler3D, vec3, int, bool, out gl_TextureFootprint3DNV, float);bool textureFootprintClampNV(sampler2D, vec2, float, int, bool, out gl_TextureFootprint2DNV);bool textureFootprintClampNV(sampler3D, vec3, float, int, bool, out gl_TextureFootprint3DNV);bool textureFootprintClampNV(sampler2D, vec2, float, int, bool, out gl_TextureFootprint2DNV, float);bool textureFootprintClampNV(sampler3D, vec3, float, int, bool, out gl_TextureFootprint3DNV, float);bool textureFootprintLodNV(sampler2D, vec2, float, int, bool, out gl_TextureFootprint2DNV);bool textureFootprintLodNV(sampler3D, vec3, float, int, bool, out gl_TextureFootprint3DNV);bool textureFootprintGradNV(sampler2D, vec2, vec2, vec2, int, bool, out gl_TextureFootprint2DNV);bool textureFootprintGradClampNV(sampler2D, vec2, vec2, vec2, float, int, bool, out gl_TextureFootprint2DNV); Step #5: float16_t radians(float16_t);f16vec2 radians(f16vec2);f16vec3 radians(f16vec3);f16vec4 radians(f16vec4);float16_t degrees(float16_t);f16vec2 degrees(f16vec2);f16vec3 degrees(f16vec3);f16vec4 degrees(f16vec4);float16_t sin(float16_t);f16vec2 sin(f16vec2);f16vec3 sin(f16vec3);f16vec4 sin(f16vec4);float16_t cos(float16_t);f16vec2 cos(f16vec2);f16vec3 cos(f16vec3);f16vec4 cos(f16vec4);float16_t tan(float16_t);f16vec2 tan(f16vec2);f16vec3 tan(f16vec3);f16vec4 tan(f16vec4);float16_t asin(float16_t);f16vec2 asin(f16vec2);f16vec3 asin(f16vec3);f16vec4 asin(f16vec4);float16_t acos(float16_t);f16vec2 acos(f16vec2);f16vec3 acos(f16vec3);f16vec4 acos(f16vec4);float16_t atan(float16_t, float16_t);f16vec2 atan(f16vec2, f16vec2);f16vec3 atan(f16vec3, f16vec3);f16vec4 atan(f16vec4, f16vec4);float16_t atan(float16_t);f16vec2 atan(f16vec2);f16vec3 atan(f16vec3);f16vec4 atan(f16vec4);float16_t sinh(float16_t);f16vec2 sinh(f16vec2);f16vec3 sinh(f16vec3);f16vec4 sinh(f16vec4);float16_t cosh(float16_t);f16vec2 cosh(f16vec2);f16vec3 cosh(f16vec3);f16vec4 cosh(f16vec4);float16_t tanh(float16_t);f16vec2 tanh(f16vec2);f16vec3 tanh(f16vec3);f16vec4 tanh(f16vec4);float16_t asinh(float16_t);f16vec2 asinh(f16vec2);f16vec3 asinh(f16vec3);f16vec4 asinh(f16vec4);float16_t acosh(float16_t);f16vec2 acosh(f16vec2);f16vec3 acosh(f16vec3);f16vec4 acosh(f16vec4);float16_t atanh(float16_t);f16vec2 atanh(f16vec2);f16vec3 atanh(f16vec3);f16vec4 atanh(f16vec4);float16_t pow(float16_t, float16_t);f16vec2 pow(f16vec2, f16vec2);f16vec3 pow(f16vec3, f16vec3);f16vec4 pow(f16vec4, f16vec4);float16_t exp(float16_t);f16vec2 exp(f16vec2);f16vec3 exp(f16vec3);f16vec4 exp(f16vec4);float16_t log(float16_t);f16vec2 log(f16vec2);f16vec3 log(f16vec3);f16vec4 log(f16vec4);float16_t exp2(float16_t);f16vec2 exp2(f16vec2);f16vec3 exp2(f16vec3);f16vec4 exp2(f16vec4);float16_t log2(float16_t);f16vec2 log2(f16vec2);f16vec3 log2(f16vec3);f16vec4 log2(f16vec4);float16_t sqrt(float16_t);f16vec2 sqrt(f16vec2);f16vec3 sqrt(f16vec3);f16vec4 sqrt(f16vec4);float16_t inversesqrt(float16_t);f16vec2 inversesqrt(f16vec2);f16vec3 inversesqrt(f16vec3);f16vec4 inversesqrt(f16vec4);float16_t abs(float16_t);f16vec2 abs(f16vec2);f16vec3 abs(f16vec3);f16vec4 abs(f16vec4);float16_t sign(float16_t);f16vec2 sign(f16vec2);f16vec3 sign(f16vec3);f16vec4 sign(f16vec4);float16_t floor(float16_t);f16vec2 floor(f16vec2);f16vec3 floor(f16vec3);f16vec4 floor(f16vec4);float16_t trunc(float16_t);f16vec2 trunc(f16vec2);f16vec3 trunc(f16vec3);f16vec4 trunc(f16vec4);float16_t round(float16_t);f16vec2 round(f16vec2);f16vec3 round(f16vec3);f16vec4 round(f16vec4);float16_t roundEven(float16_t);f16vec2 roundEven(f16vec2);f16vec3 roundEven(f16vec3);f16vec4 roundEven(f16vec4);float16_t ceil(float16_t);f16vec2 ceil(f16vec2);f16vec3 ceil(f16vec3);f16vec4 ceil(f16vec4);float16_t fract(float16_t);f16vec2 fract(f16vec2);f16vec3 fract(f16vec3);f16vec4 fract(f16vec4);float16_t mod(float16_t, float16_t);f16vec2 mod(f16vec2, float16_t);f16vec3 mod(f16vec3, float16_t);f16vec4 mod(f16vec4, float16_t);f16vec2 mod(f16vec2, f16vec2);f16vec3 mod(f16vec3, f16vec3);f16vec4 mod(f16vec4, f16vec4);float16_t modf(float16_t, out float16_t);f16vec2 modf(f16vec2, out f16vec2);f16vec3 modf(f16vec3, out f16vec3);f16vec4 modf(f16vec4, out f16vec4);float16_t min(float16_t, float16_t);f16vec2 min(f16vec2, float16_t);f16vec3 min(f16vec3, float16_t);f16vec4 min(f16vec4, float16_t);f16vec2 min(f16vec2, f16vec2);f16vec3 min(f16vec3, f16vec3);f16vec4 min(f16vec4, f16vec4);float16_t max(float16_t, float16_t);f16vec2 max(f16vec2, float16_t);f16vec3 max(f16vec3, float16_t);f16vec4 max(f16vec4, float16_t);f16vec2 max(f16vec2, f16vec2);f16vec3 max(f16vec3, f16vec3);f16vec4 max(f16vec4, f16vec4);float16_t clamp(float16_t, float16_t, float16_t);f16vec2 clamp(f16vec2, float16_t, float16_t);f16vec3 clamp(f16vec3, float16_t, float16_t);f16vec4 clamp(f16vec4, float16_t, float16_t);f16vec2 clamp(f16vec2, f16vec2, f16vec2);f16vec3 clamp(f16vec3, f16vec3, f16vec3);f16vec4 clamp(f16vec4, f16vec4, f16vec4);float16_t mix(float16_t, float16_t, float16_t);f16vec2 mix(f16vec2, f16vec2, float16_t);f16vec3 mix(f16vec3, f16vec3, float16_t);f16vec4 mix(f16vec4, f16vec4, float16_t);f16vec2 mix(f16vec2, f16vec2, f16vec2);f16vec3 mix(f16vec3, f16vec3, f16vec3);f16vec4 mix(f16vec4, f16vec4, f16vec4);float16_t mix(float16_t, float16_t, bool);f16vec2 mix(f16vec2, f16vec2, bvec2);f16vec3 mix(f16vec3, f16vec3, bvec3);f16vec4 mix(f16vec4, f16vec4, bvec4);float16_t step(float16_t, float16_t);f16vec2 step(f16vec2, f16vec2);f16vec3 step(f16vec3, f16vec3);f16vec4 step(f16vec4, f16vec4);f16vec2 step(float16_t, f16vec2);f16vec3 step(float16_t, f16vec3);f16vec4 step(float16_t, f16vec4);float16_t smoothstep(float16_t, float16_t, float16_t);f16vec2 smoothstep(f16vec2, f16vec2, f16vec2);f16vec3 smoothstep(f16vec3, f16vec3, f16vec3);f16vec4 smoothstep(f16vec4, f16vec4, f16vec4);f16vec2 smoothstep(float16_t, float16_t, f16vec2);f16vec3 smoothstep(float16_t, float16_t, f16vec3);f16vec4 smoothstep(float16_t, float16_t, f16vec4);bool isnan(float16_t);bvec2 isnan(f16vec2);bvec3 isnan(f16vec3);bvec4 isnan(f16vec4);bool isinf(float16_t);bvec2 isinf(f16vec2);bvec3 isinf(f16vec3);bvec4 isinf(f16vec4);float16_t fma(float16_t, float16_t, float16_t);f16vec2 fma(f16vec2, f16vec2, f16vec2);f16vec3 fma(f16vec3, f16vec3, f16vec3);f16vec4 fma(f16vec4, f16vec4, f16vec4);float16_t frexp(float16_t, out int);f16vec2 frexp(f16vec2, out ivec2);f16vec3 frexp(f16vec3, out ivec3);f16vec4 frexp(f16vec4, out ivec4);float16_t ldexp(float16_t, in int);f16vec2 ldexp(f16vec2, in ivec2);f16vec3 ldexp(f16vec3, in ivec3);f16vec4 ldexp(f16vec4, in ivec4);uint packFloat2x16(f16vec2);f16vec2 unpackFloat2x16(uint);float16_t length(float16_t);float16_t length(f16vec2);float16_t length(f16vec3);float16_t length(f16vec4);float16_t distance(float16_t, float16_t);float16_t distance(f16vec2, f16vec2);float16_t distance(f16vec3, f16vec3);float16_t distance(f16vec4, f16vec4);float16_t dot(float16_t, float16_t);float16_t dot(f16vec2, f16vec2);float16_t dot(f16vec3, f16vec3);float16_t dot(f16vec4, f16vec4);f16vec3 cross(f16vec3, f16vec3);float16_t normalize(float16_t);f16vec2 normalize(f16vec2);f16vec3 normalize(f16vec3);f16vec4 normalize(f16vec4);float16_t faceforward(float16_t, float16_t, float16_t);f16vec2 faceforward(f16vec2, f16vec2, f16vec2);f16vec3 faceforward(f16vec3, f16vec3, f16vec3);f16vec4 faceforward(f16vec4, f16vec4, f16vec4);float16_t reflect(float16_t, float16_t);f16vec2 reflect(f16vec2, f16vec2);f16vec3 reflect(f16vec3, f16vec3);f16vec4 reflect(f16vec4, f16vec4);float16_t refract(float16_t, float16_t, float16_t);f16vec2 refract(f16vec2, f16vec2, float16_t);f16vec3 refract(f16vec3, f16vec3, float16_t);f16vec4 refract(f16vec4, f16vec4, float16_t);f16mat2 matrixCompMult(f16mat2, f16mat2);f16mat3 matrixCompMult(f16mat3, f16mat3);f16mat4 matrixCompMult(f16mat4, f16mat4);f16mat2x3 matrixCompMult(f16mat2x3, f16mat2x3);f16mat2x4 matrixCompMult(f16mat2x4, f16mat2x4);f16mat3x2 matrixCompMult(f16mat3x2, f16mat3x2);f16mat3x4 matrixCompMult(f16mat3x4, f16mat3x4);f16mat4x2 matrixCompMult(f16mat4x2, f16mat4x2);f16mat4x3 matrixCompMult(f16mat4x3, f16mat4x3);f16mat2 outerProduct(f16vec2, f16vec2);f16mat3 outerProduct(f16vec3, f16vec3);f16mat4 outerProduct(f16vec4, f16vec4);f16mat2x3 outerProduct(f16vec3, f16vec2);f16mat3x2 outerProduct(f16vec2, f16vec3);f16mat2x4 outerProduct(f16vec4, f16vec2);f16mat4x2 outerProduct(f16vec2, f16vec4);f16mat3x4 outerProduct(f16vec4, f16vec3);f16mat4x3 outerProduct(f16vec3, f16vec4);f16mat2 transpose(f16mat2);f16mat3 transpose(f16mat3);f16mat4 transpose(f16mat4);f16mat2x3 transpose(f16mat3x2);f16mat3x2 transpose(f16mat2x3);f16mat2x4 transpose(f16mat4x2);f16mat4x2 transpose(f16mat2x4);f16mat3x4 transpose(f16mat4x3);f16mat4x3 transpose(f16mat3x4);float16_t determinant(f16mat2);float16_t determinant(f16mat3);float16_t determinant(f16mat4);f16mat2 inverse(f16mat2);f16mat3 inverse(f16mat3);f16mat4 inverse(f16mat4);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);bfloat16_t dot(bfloat16_t, bfloat16_t);bfloat16_t dot(bf16vec2, bf16vec2);bfloat16_t dot(bf16vec3, bf16vec3);bfloat16_t dot(bf16vec4, bf16vec4);int16_t bfloat16BitsToIntEXT(bfloat16_t value);i16vec2 bfloat16BitsToIntEXT(bf16vec2 value);i16vec3 bfloat16BitsToIntEXT(bf16vec3 value);i16vec4 bfloat16BitsToIntEXT(bf16vec4 value);uint16_t bfloat16BitsToUintEXT(bfloat16_t value);u16vec2 bfloat16BitsToUintEXT(bf16vec2 value);u16vec3 bfloat16BitsToUintEXT(bf16vec3 value);u16vec4 bfloat16BitsToUintEXT(bf16vec4 value);bfloat16_t intBitsToBFloat16EXT(int16_t value);bf16vec2 intBitsToBFloat16EXT(i16vec2 value);bf16vec3 intBitsToBFloat16EXT(i16vec3 value);bf16vec4 intBitsToBFloat16EXT(i16vec4 value);bfloat16_t uintBitsToBFloat16EXT(uint16_t value);bf16vec2 uintBitsToBFloat16EXT(u16vec2 value);bf16vec3 uintBitsToBFloat16EXT(u16vec3 value);bf16vec4 uintBitsToBFloat16EXT(u16vec4 value);int8_t floate5m2BitsToIntEXT(floate5m2_t value);i8vec2 floate5m2BitsToIntEXT(fe5m2vec2 value);i8vec3 floate5m2BitsToIntEXT(fe5m2vec3 value);i8vec4 floate5m2BitsToIntEXT(fe5m2vec4 value);uint8_t floate5m2BitsToUintEXT(floate5m2_t value);u8vec2 floate5m2BitsToUintEXT(fe5m2vec2 value);u8vec3 floate5m2BitsToUintEXT(fe5m2vec3 value);u8vec4 floate5m2BitsToUintEXT(fe5m2vec4 value);floate5m2_t intBitsToFloate5m2EXT(int8_t value);fe5m2vec2 intBitsToFloate5m2EXT(i8vec2 value);fe5m2vec3 intBitsToFloate5m2EXT(i8vec3 value);fe5m2vec4 intBitsToFloate5m2EXT(i8vec4 value);floate5m2_t uintBitsToFloate5m2EXT(uint8_t value);fe5m2vec2 uintBitsToFloate5m2EXT(u8vec2 value);fe5m2vec3 uintBitsToFloate5m2EXT(u8vec3 value);fe5m2vec4 uintBitsToFloate5m2EXT(u8vec4 value);int8_t floate4m3BitsToIntEXT(floate4m3_t value);i8vec2 floate4m3BitsToIntEXT(fe4m3vec2 value);i8vec3 floate4m3BitsToIntEXT(fe4m3vec3 value);i8vec4 floate4m3BitsToIntEXT(fe4m3vec4 value);uint8_t floate4m3BitsToUintEXT(floate4m3_t value);u8vec2 floate4m3BitsToUintEXT(fe4m3vec2 value);u8vec3 floate4m3BitsToUintEXT(fe4m3vec3 value);u8vec4 floate4m3BitsToUintEXT(fe4m3vec4 value);floate4m3_t intBitsToFloate4m3EXT(int8_t value);fe4m3vec2 intBitsToFloate4m3EXT(i8vec2 value);fe4m3vec3 intBitsToFloate4m3EXT(i8vec3 value);fe4m3vec4 intBitsToFloate4m3EXT(i8vec4 value);floate4m3_t uintBitsToFloate4m3EXT(uint8_t value);fe4m3vec2 uintBitsToFloate4m3EXT(u8vec2 value);fe4m3vec3 uintBitsToFloate4m3EXT(u8vec3 value);fe4m3vec4 uintBitsToFloate4m3EXT(u8vec4 value);void saturatedConvertEXT();int8_t floatue8m0BitsToIntEXT(floatue8m0_t value);i8vec2 floatue8m0BitsToIntEXT(fue8m0vec2 value);i8vec3 floatue8m0BitsToIntEXT(fue8m0vec3 value);i8vec4 floatue8m0BitsToIntEXT(fue8m0vec4 value);uint8_t floatue8m0BitsToUintEXT(floatue8m0_t value);u8vec2 floatue8m0BitsToUintEXT(fue8m0vec2 value);u8vec3 floatue8m0BitsToUintEXT(fue8m0vec3 value);u8vec4 floatue8m0BitsToUintEXT(fue8m0vec4 value);floatue8m0_t intBitsToFloatue8m0EXT(int8_t value);fue8m0vec2 intBitsToFloatue8m0EXT(i8vec2 value);fue8m0vec3 intBitsToFloatue8m0EXT(i8vec3 value);fue8m0vec4 intBitsToFloatue8m0EXT(i8vec4 value);floatue8m0_t uintBitsToFloatue8m0EXT(uint8_t value);fue8m0vec2 uintBitsToFloatue8m0EXT(u8vec2 value);fue8m0vec3 uintBitsToFloatue8m0EXT(u8vec3 value);fue8m0vec4 uintBitsToFloatue8m0EXT(u8vec4 value);int8_t floatmxint8BitsToIntEXT(floatmxint8_t value);i8vec2 floatmxint8BitsToIntEXT(fmxint8vec2 value);i8vec3 floatmxint8BitsToIntEXT(fmxint8vec3 value);i8vec4 floatmxint8BitsToIntEXT(fmxint8vec4 value);uint8_t floatmxint8BitsToUintEXT(floatmxint8_t value);u8vec2 floatmxint8BitsToUintEXT(fmxint8vec2 value);u8vec3 floatmxint8BitsToUintEXT(fmxint8vec3 value);u8vec4 floatmxint8BitsToUintEXT(fmxint8vec4 value);floatmxint8_t intBitsToFloatmxint8EXT(int8_t value);fmxint8vec2 intBitsToFloatmxint8EXT(i8vec2 value);fmxint8vec3 intBitsToFloatmxint8EXT(i8vec3 value);fmxint8vec4 intBitsToFloatmxint8EXT(i8vec4 value);floatmxint8_t uintBitsToFloatmxint8EXT(uint8_t value);fmxint8vec2 uintBitsToFloatmxint8EXT(u8vec2 value);fmxint8vec3 uintBitsToFloatmxint8EXT(u8vec3 value);fmxint8vec4 uintBitsToFloatmxint8EXT(u8vec4 value);fe2m1vec2 unpackFloat2xfe2m1EXT(uint8_t value);fe2m1vec4 unpackFloat4xfe2m1EXT(uint16_t value);vector unpackFloat8xfe2m1EXT(uint32_t value);vector unpackFloat16xfe2m1EXT(u32vec2 value);uint8_t packFloat2xfe2m1EXT(fe2m1vec2 value);uint16_t packFloat4xfe2m1EXT(fe2m1vec4 value);uint32_t packFloat8xfe2m1EXT(vector value);u32vec2 packFloat16xfe2m1EXT(vector value);fe3m2vec4 unpackFloat4xfe3m2EXT(u8vec3 value);vector unpackFloat8xfe3m2EXT(u16vec3 value);vector unpackFloat16xfe3m2EXT(u32vec3 value);u8vec3 packFloat4xfe3m2EXT(fe3m2vec4 value);u16vec3 packFloat8xfe3m2EXT(vector value);u32vec3 packFloat16xfe3m2EXT(vector value);fe2m3vec4 unpackFloat4xfe2m3EXT(u8vec3 value);vector unpackFloat8xfe2m3EXT(u16vec3 value);vector unpackFloat16xfe2m3EXT(u32vec3 value);u8vec3 packFloat4xfe2m3EXT(fe2m3vec4 value);u16vec3 packFloat8xfe2m3EXT(vector value);u32vec3 packFloat16xfe2m3EXT(vector value);floate2m1_t bitcastExtractfe2m1EXT(uint8_t, uint);fe2m1vec2 bitcastExtractfe2m1EXT(u8vec2, uint);fe2m1vec3 bitcastExtractfe2m1EXT(u8vec3, uint);fe2m1vec4 bitcastExtractfe2m1EXT(u8vec4, uint);floate3m2_t bitcastExtractfe3m2EXT(uint8_t, uint);fe3m2vec2 bitcastExtractfe3m2EXT(u8vec2, uint);fe3m2vec3 bitcastExtractfe3m2EXT(u8vec3, uint);fe3m2vec4 bitcastExtractfe3m2EXT(u8vec4, uint);floate2m3_t bitcastExtractfe2m3EXT(uint8_t, uint);fe2m3vec2 bitcastExtractfe2m3EXT(u8vec2, uint);fe2m3vec3 bitcastExtractfe2m3EXT(u8vec3, uint);fe2m3vec4 bitcastExtractfe2m3EXT(u8vec4, uint); Step #5: int8_t abs(int8_t);i8vec2 abs(i8vec2);i8vec3 abs(i8vec3);i8vec4 abs(i8vec4);int8_t sign(int8_t);i8vec2 sign(i8vec2);i8vec3 sign(i8vec3);i8vec4 sign(i8vec4);int8_t min(int8_t x, int8_t y);i8vec2 min(i8vec2 x, int8_t y);i8vec3 min(i8vec3 x, int8_t y);i8vec4 min(i8vec4 x, int8_t y);i8vec2 min(i8vec2 x, i8vec2 y);i8vec3 min(i8vec3 x, i8vec3 y);i8vec4 min(i8vec4 x, i8vec4 y);uint8_t min(uint8_t x, uint8_t y);u8vec2 min(u8vec2 x, uint8_t y);u8vec3 min(u8vec3 x, uint8_t y);u8vec4 min(u8vec4 x, uint8_t y);u8vec2 min(u8vec2 x, u8vec2 y);u8vec3 min(u8vec3 x, u8vec3 y);u8vec4 min(u8vec4 x, u8vec4 y);int8_t max(int8_t x, int8_t y);i8vec2 max(i8vec2 x, int8_t y);i8vec3 max(i8vec3 x, int8_t y);i8vec4 max(i8vec4 x, int8_t y);i8vec2 max(i8vec2 x, i8vec2 y);i8vec3 max(i8vec3 x, i8vec3 y);i8vec4 max(i8vec4 x, i8vec4 y);uint8_t max(uint8_t x, uint8_t y);u8vec2 max(u8vec2 x, uint8_t y);u8vec3 max(u8vec3 x, uint8_t y);u8vec4 max(u8vec4 x, uint8_t y);u8vec2 max(u8vec2 x, u8vec2 y);u8vec3 max(u8vec3 x, u8vec3 y);u8vec4 max(u8vec4 x, u8vec4 y);int8_t clamp(int8_t x, int8_t minVal, int8_t maxVal);i8vec2 clamp(i8vec2 x, int8_t minVal, int8_t maxVal);i8vec3 clamp(i8vec3 x, int8_t minVal, int8_t maxVal);i8vec4 clamp(i8vec4 x, int8_t minVal, int8_t maxVal);i8vec2 clamp(i8vec2 x, i8vec2 minVal, i8vec2 maxVal);i8vec3 clamp(i8vec3 x, i8vec3 minVal, i8vec3 maxVal);i8vec4 clamp(i8vec4 x, i8vec4 minVal, i8vec4 maxVal);uint8_t clamp(uint8_t x, uint8_t minVal, uint8_t maxVal);u8vec2 clamp(u8vec2 x, uint8_t minVal, uint8_t maxVal);u8vec3 clamp(u8vec3 x, uint8_t minVal, uint8_t maxVal);u8vec4 clamp(u8vec4 x, uint8_t minVal, uint8_t maxVal);u8vec2 clamp(u8vec2 x, u8vec2 minVal, u8vec2 maxVal);u8vec3 clamp(u8vec3 x, u8vec3 minVal, u8vec3 maxVal);u8vec4 clamp(u8vec4 x, u8vec4 minVal, u8vec4 maxVal);int8_t mix(int8_t, int8_t, bool);i8vec2 mix(i8vec2, i8vec2, bvec2);i8vec3 mix(i8vec3, i8vec3, bvec3);i8vec4 mix(i8vec4, i8vec4, bvec4);uint8_t mix(uint8_t, uint8_t, bool);u8vec2 mix(u8vec2, u8vec2, bvec2);u8vec3 mix(u8vec3, u8vec3, bvec3);u8vec4 mix(u8vec4, u8vec4, bvec4);bvec2 lessThan(i8vec2, i8vec2);bvec3 lessThan(i8vec3, i8vec3);bvec4 lessThan(i8vec4, i8vec4);bvec2 lessThan(u8vec2, u8vec2);bvec3 lessThan(u8vec3, u8vec3);bvec4 lessThan(u8vec4, u8vec4);bvec2 lessThanEqual(i8vec2, i8vec2);bvec3 lessThanEqual(i8vec3, i8vec3);bvec4 lessThanEqual(i8vec4, i8vec4);bvec2 lessThanEqual(u8vec2, u8vec2);bvec3 lessThanEqual(u8vec3, u8vec3);bvec4 lessThanEqual(u8vec4, u8vec4);bvec2 greaterThan(i8vec2, i8vec2);bvec3 greaterThan(i8vec3, i8vec3);bvec4 greaterThan(i8vec4, i8vec4);bvec2 greaterThan(u8vec2, u8vec2);bvec3 greaterThan(u8vec3, u8vec3);bvec4 greaterThan(u8vec4, u8vec4);bvec2 greaterThanEqual(i8vec2, i8vec2);bvec3 greaterThanEqual(i8vec3, i8vec3);bvec4 greaterThanEqual(i8vec4, i8vec4);bvec2 greaterThanEqual(u8vec2, u8vec2);bvec3 greaterThanEqual(u8vec3, u8vec3);bvec4 greaterThanEqual(u8vec4, u8vec4);bvec2 equal(i8vec2, i8vec2);bvec3 equal(i8vec3, i8vec3);bvec4 equal(i8vec4, i8vec4);bvec2 equal(u8vec2, u8vec2);bvec3 equal(u8vec3, u8vec3);bvec4 equal(u8vec4, u8vec4);bvec2 notEqual(i8vec2, i8vec2);bvec3 notEqual(i8vec3, i8vec3);bvec4 notEqual(i8vec4, i8vec4);bvec2 notEqual(u8vec2, u8vec2);bvec3 notEqual(u8vec3, u8vec3);bvec4 notEqual(u8vec4, u8vec4); int8_t bitfieldExtract( int8_t, int8_t, int8_t);i8vec2 bitfieldExtract(i8vec2, int8_t, int8_t);i8vec3 bitfieldExtract(i8vec3, int8_t, int8_t);i8vec4 bitfieldExtract(i8vec4, int8_t, int8_t); uint8_t bitfieldExtract( uint8_t, int8_t, int8_t);u8vec2 bitfieldExtract(u8vec2, int8_t, int8_t);u8vec3 bitfieldExtract(u8vec3, int8_t, int8_t);u8vec4 bitfieldExtract(u8vec4, int8_t, int8_t); int8_t bitfieldInsert( int8_t base, int8_t, int8_t, int8_t);i8vec2 bitfieldInsert(i8vec2 base, i8vec2, int8_t, int8_t);i8vec3 bitfieldInsert(i8vec3 base, i8vec3, int8_t, int8_t);i8vec4 bitfieldInsert(i8vec4 base, i8vec4, int8_t, int8_t); uint8_t bitfieldInsert( uint8_t base, uint8_t, int8_t, int8_t);u8vec2 bitfieldInsert(u8vec2 base, u8vec2, int8_t, int8_t);u8vec3 bitfieldInsert(u8vec3 base, u8vec3, int8_t, int8_t);u8vec4 bitfieldInsert(u8vec4 base, u8vec4, int8_t, int8_t); int8_t bitCount( int8_t);i8vec2 bitCount(i8vec2);i8vec3 bitCount(i8vec3);i8vec4 bitCount(i8vec4); int8_t bitCount( uint8_t);i8vec2 bitCount(u8vec2);i8vec3 bitCount(u8vec3);i8vec4 bitCount(u8vec4);int8_t bitfieldReverse(highp int8_t);i8vec2 bitfieldReverse(highp i8vec2);i8vec3 bitfieldReverse(highp i8vec3);i8vec4 bitfieldReverse(highp i8vec4);uint8_t bitfieldReverse(highp uint8_t);u8vec2 bitfieldReverse(highp u8vec2);u8vec3 bitfieldReverse(highp u8vec3);u8vec4 bitfieldReverse(highp u8vec4); int8_t findLSB( int8_t);i8vec2 findLSB(i8vec2);i8vec3 findLSB(i8vec3);i8vec4 findLSB(i8vec4); int8_t findLSB( uint8_t);i8vec2 findLSB(u8vec2);i8vec3 findLSB(u8vec3);i8vec4 findLSB(u8vec4); int8_t findMSB( int8_t);i8vec2 findMSB(i8vec2);i8vec3 findMSB(i8vec3);i8vec4 findMSB(i8vec4); int8_t findMSB( uint8_t);i8vec2 findMSB(u8vec2);i8vec3 findMSB(u8vec3);i8vec4 findMSB(u8vec4);int16_t abs(int16_t);i16vec2 abs(i16vec2);i16vec3 abs(i16vec3);i16vec4 abs(i16vec4);int16_t sign(int16_t);i16vec2 sign(i16vec2);i16vec3 sign(i16vec3);i16vec4 sign(i16vec4);int16_t min(int16_t x, int16_t y);i16vec2 min(i16vec2 x, int16_t y);i16vec3 min(i16vec3 x, int16_t y);i16vec4 min(i16vec4 x, int16_t y);i16vec2 min(i16vec2 x, i16vec2 y);i16vec3 min(i16vec3 x, i16vec3 y);i16vec4 min(i16vec4 x, i16vec4 y);uint16_t min(uint16_t x, uint16_t y);u16vec2 min(u16vec2 x, uint16_t y);u16vec3 min(u16vec3 x, uint16_t y);u16vec4 min(u16vec4 x, uint16_t y);u16vec2 min(u16vec2 x, u16vec2 y);u16vec3 min(u16vec3 x, u16vec3 y);u16vec4 min(u16vec4 x, u16vec4 y);int16_t max(int16_t x, int16_t y);i16vec2 max(i16vec2 x, int16_t y);i16vec3 max(i16vec3 x, int16_t y);i16vec4 max(i16vec4 x, int16_t y);i16vec2 max(i16vec2 x, i16vec2 y);i16vec3 max(i16vec3 x, i16vec3 y);i16vec4 max(i16vec4 x, i16vec4 y);uint16_t max(uint16_t x, uint16_t y);u16vec2 max(u16vec2 x, uint16_t y);u16vec3 max(u16vec3 x, uint16_t y);u16vec4 max(u16vec4 x, uint16_t y);u16vec2 max(u16vec2 x, u16vec2 y);u16vec3 max(u16vec3 x, u16vec3 y);u16vec4 max(u16vec4 x, u16vec4 y);int16_t clamp(int16_t x, int16_t minVal, int16_t maxVal);i16vec2 clamp(i16vec2 x, int16_t minVal, int16_t maxVal);i16vec3 clamp(i16vec3 x, int16_t minVal, int16_t maxVal);i16vec4 clamp(i16vec4 x, int16_t minVal, int16_t maxVal);i16vec2 clamp(i16vec2 x, i16vec2 minVal, i16vec2 maxVal);i16vec3 clamp(i16vec3 x, i16vec3 minVal, i16vec3 maxVal);i16vec4 clamp(i16vec4 x, i16vec4 minVal, i16vec4 maxVal);uint16_t clamp(uint16_t x, uint16_t minVal, uint16_t maxVal);u16vec2 clamp(u16vec2 x, uint16_t minVal, uint16_t maxVal);u16vec3 clamp(u16vec3 x, uint16_t minVal, uint16_t maxVal);u16vec4 clamp(u16vec4 x, uint16_t minVal, uint16_t maxVal);u16vec2 clamp(u16vec2 x, u16vec2 minVal, u16vec2 maxVal);u16vec3 clamp(u16vec3 x, u16vec3 minVal, u16vec3 maxVal);u16vec4 clamp(u16vec4 x, u16vec4 minVal, u16vec4 maxVal);int16_t mix(int16_t, int16_t, bool);i16vec2 mix(i16vec2, i16vec2, bvec2);i16vec3 mix(i16vec3, i16vec3, bvec3);i16vec4 mix(i16vec4, i16vec4, bvec4);uint16_t mix(uint16_t, uint16_t, bool);u16vec2 mix(u16vec2, u16vec2, bvec2);u16vec3 mix(u16vec3, u16vec3, bvec3);u16vec4 mix(u16vec4, u16vec4, bvec4);float16_t frexp(float16_t, out int16_t);f16vec2 frexp(f16vec2, out i16vec2);f16vec3 frexp(f16vec3, out i16vec3);f16vec4 frexp(f16vec4, out i16vec4);float16_t ldexp(float16_t, int16_t);f16vec2 ldexp(f16vec2, i16vec2);f16vec3 ldexp(f16vec3, i16vec3);f16vec4 ldexp(f16vec4, i16vec4);int16_t halfBitsToInt16(float16_t);i16vec2 halfBitsToInt16(f16vec2);i16vec3 halhBitsToInt16(f16vec3);i16vec4 halfBitsToInt16(f16vec4);uint16_t halfBitsToUint16(float16_t);u16vec2 halfBitsToUint16(f16vec2);u16vec3 halfBitsToUint16(f16vec3);u16vec4 halfBitsToUint16(f16vec4);int16_t float16BitsToInt16(float16_t);i16vec2 float16BitsToInt16(f16vec2);i16vec3 float16BitsToInt16(f16vec3);i16vec4 float16BitsToInt16(f16vec4);uint16_t float16BitsToUint16(float16_t);u16vec2 float16BitsToUint16(f16vec2);u16vec3 float16BitsToUint16(f16vec3);u16vec4 float16BitsToUint16(f16vec4);float16_t int16BitsToFloat16(int16_t);f16vec2 int16BitsToFloat16(i16vec2);f16vec3 int16BitsToFloat16(i16vec3);f16vec4 int16BitsToFloat16(i16vec4);float16_t uint16BitsToFloat16(uint16_t);f16vec2 uint16BitsToFloat16(u16vec2);f16vec3 uint16BitsToFloat16(u16vec3);f16vec4 uint16BitsToFloat16(u16vec4);float16_t int16BitsToHalf(int16_t);f16vec2 int16BitsToHalf(i16vec2);f16vec3 int16BitsToHalf(i16vec3);f16vec4 int16BitsToHalf(i16vec4);float16_t uint16BitsToHalf(uint16_t);f16vec2 uint16BitsToHalf(u16vec2);f16vec3 uint16BitsToHalf(u16vec3);f16vec4 uint16BitsToHalf(u16vec4);int packInt2x16(i16vec2);uint packUint2x16(u16vec2);int64_t packInt4x16(i16vec4);uint64_t packUint4x16(u16vec4);i16vec2 unpackInt2x16(int);u16vec2 unpackUint2x16(uint);i16vec4 unpackInt4x16(int64_t);u16vec4 unpackUint4x16(uint64_t);bvec2 lessThan(i16vec2, i16vec2);bvec3 lessThan(i16vec3, i16vec3);bvec4 lessThan(i16vec4, i16vec4);bvec2 lessThan(u16vec2, u16vec2);bvec3 lessThan(u16vec3, u16vec3);bvec4 lessThan(u16vec4, u16vec4);bvec2 lessThanEqual(i16vec2, i16vec2);bvec3 lessThanEqual(i16vec3, i16vec3);bvec4 lessThanEqual(i16vec4, i16vec4);bvec2 lessThanEqual(u16vec2, u16vec2);bvec3 lessThanEqual(u16vec3, u16vec3);bvec4 lessThanEqual(u16vec4, u16vec4);bvec2 greaterThan(i16vec2, i16vec2);bvec3 greaterThan(i16vec3, i16vec3);bvec4 greaterThan(i16vec4, i16vec4);bvec2 greaterThan(u16vec2, u16vec2);bvec3 greaterThan(u16vec3, u16vec3);bvec4 greaterThan(u16vec4, u16vec4);bvec2 greaterThanEqual(i16vec2, i16vec2);bvec3 greaterThanEqual(i16vec3, i16vec3);bvec4 greaterThanEqual(i16vec4, i16vec4);bvec2 greaterThanEqual(u16vec2, u16vec2);bvec3 greaterThanEqual(u16vec3, u16vec3);bvec4 greaterThanEqual(u16vec4, u16vec4);bvec2 equal(i16vec2, i16vec2);bvec3 equal(i16vec3, i16vec3);bvec4 equal(i16vec4, i16vec4);bvec2 equal(u16vec2, u16vec2);bvec3 equal(u16vec3, u16vec3);bvec4 equal(u16vec4, u16vec4);bvec2 notEqual(i16vec2, i16vec2);bvec3 notEqual(i16vec3, i16vec3);bvec4 notEqual(i16vec4, i16vec4);bvec2 notEqual(u16vec2, u16vec2);bvec3 notEqual(u16vec3, u16vec3);bvec4 notEqual(u16vec4, u16vec4); int16_t bitfieldExtract( int16_t, int16_t, int16_t);i16vec2 bitfieldExtract(i16vec2, int16_t, int16_t);i16vec3 bitfieldExtract(i16vec3, int16_t, int16_t);i16vec4 bitfieldExtract(i16vec4, int16_t, int16_t); uint16_t bitfieldExtract( uint16_t, int16_t, int16_t);u16vec2 bitfieldExtract(u16vec2, int16_t, int16_t);u16vec3 bitfieldExtract(u16vec3, int16_t, int16_t);u16vec4 bitfieldExtract(u16vec4, int16_t, int16_t); int16_t bitfieldInsert( int16_t base, int16_t, int16_t, int16_t);i16vec2 bitfieldInsert(i16vec2 base, i16vec2, int16_t, int16_t);i16vec3 bitfieldInsert(i16vec3 base, i16vec3, int16_t, int16_t);i16vec4 bitfieldInsert(i16vec4 base, i16vec4, int16_t, int16_t); uint16_t bitfieldInsert( uint16_t base, uint16_t, int16_t, int16_t);u16vec2 bitfieldInsert(u16vec2 base, u16vec2, int16_t, int16_t);u16vec3 bitfieldInsert(u16vec3 base, u16vec3, int16_t, int16_t);u16vec4 bitfieldInsert(u16vec4 base, u16vec4, int16_t, int16_t); int16_t bitCount( int16_t);i16vec2 bitCount(i16vec2);i16vec3 bitCount(i16vec3);i16vec4 bitCount(i16vec4); int16_t bitCount( uint16_t);i16vec2 bitCount(u16vec2);i16vec3 bitCount(u16vec3);i16vec4 bitCount(u16vec4);int16_t bitfieldReverse(highp int16_t);i16vec2 bitfieldReverse(highp i16vec2);i16vec3 bitfieldReverse(highp i16vec3);i16vec4 bitfieldReverse(highp i16vec4);uint16_t bitfieldReverse(highp uint16_t);u16vec2 bitfieldReverse(highp u16vec2);u16vec3 bitfieldReverse(highp u16vec3);u16vec4 bitfieldReverse(highp u16vec4); int16_t findLSB( int16_t);i16vec2 findLSB(i16vec2);i16vec3 findLSB(i16vec3);i16vec4 findLSB(i16vec4); int16_t findLSB( uint16_t);i16vec2 findLSB(u16vec2);i16vec3 findLSB(u16vec3);i16vec4 findLSB(u16vec4); int16_t findMSB( int16_t);i16vec2 findMSB(i16vec2);i16vec3 findMSB(i16vec3);i16vec4 findMSB(i16vec4); int16_t findMSB( uint16_t);i16vec2 findMSB(u16vec2);i16vec3 findMSB(u16vec3);i16vec4 findMSB(u16vec4);int16_t pack16(i8vec2);uint16_t pack16(u8vec2);int32_t pack32(i8vec4);uint32_t pack32(u8vec4);int32_t pack32(i16vec2);uint32_t pack32(u16vec2);int64_t pack64(i16vec4);uint64_t pack64(u16vec4);int64_t pack64(i32vec2);uint64_t pack64(u32vec2);i8vec2 unpack8(int16_t);u8vec2 unpack8(uint16_t);i8vec4 unpack8(int32_t);u8vec4 unpack8(uint32_t);i16vec2 unpack16(int32_t);u16vec2 unpack16(uint32_t);i16vec4 unpack16(int64_t);u16vec4 unpack16(uint64_t);i32vec2 unpack32(int64_t);u32vec2 unpack32(uint64_t);int8_t expectEXT(int8_t, int8_t);i8vec2 expectEXT(i8vec2, i8vec2);i8vec3 expectEXT(i8vec3, i8vec3);i8vec4 expectEXT(i8vec4, i8vec4);uint8_t expectEXT(uint8_t, uint8_t);u8vec2 expectEXT(u8vec2, u8vec2);u8vec3 expectEXT(u8vec3, u8vec3);u8vec4 expectEXT(u8vec4, u8vec4);int16_t expectEXT(int16_t, int16_t);i16vec2 expectEXT(i16vec2, i16vec2);i16vec3 expectEXT(i16vec3, i16vec3);i16vec4 expectEXT(i16vec4, i16vec4);uint16_t expectEXT(uint16_t, uint16_t);u16vec2 expectEXT(u16vec2, u16vec2);u16vec3 expectEXT(u16vec3, u16vec3);u16vec4 expectEXT(u16vec4, u16vec4);int64_t expectEXT(int64_t, int64_t);i64vec2 expectEXT(i64vec2, i64vec2);i64vec3 expectEXT(i64vec3, i64vec3);i64vec4 expectEXT(i64vec4, i64vec4);uint64_t expectEXT(uint64_t, uint64_t);u64vec2 expectEXT(u64vec2, u64vec2);u64vec3 expectEXT(u64vec3, u64vec3);u64vec4 expectEXT(u64vec4, u64vec4); 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 memoryBarrierBuffer();void memoryBarrierImage();void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); 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 int textureSize(samplerBuffer); Step #5: vec4 texelFetch(samplerBuffer,int); Step #5: vec4 texelFetch(textureBuffer,int); Step #5: highp int textureSize(textureBuffer); Step #5: highp int textureSize(isamplerBuffer); Step #5: ivec4 texelFetch(isamplerBuffer,int); Step #5: ivec4 texelFetch(itextureBuffer,int); Step #5: highp int textureSize(itextureBuffer); Step #5: highp int textureSize(usamplerBuffer); Step #5: uvec4 texelFetch(usamplerBuffer,int); Step #5: uvec4 texelFetch(utextureBuffer,int); Step #5: highp int textureSize(utextureBuffer); 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 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: highp ivec3 textureSize(textureCubeArray,int); Step #5: highp 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: highp ivec3 textureSize(itextureCubeArray,int); Step #5: highp 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: highp ivec3 textureSize(utextureCubeArray,int); Step #5: highp ivec2 textureSize(sampler2DMS); Step #5: vec4 texelFetch(sampler2DMS,ivec2,int); Step #5: vec4 texelFetch(texture2DMS,ivec2,int); Step #5: highp ivec2 textureSize(texture2DMS); Step #5: highp ivec2 textureSize(isampler2DMS); Step #5: ivec4 texelFetch(isampler2DMS,ivec2,int); Step #5: ivec4 texelFetch(itexture2DMS,ivec2,int); Step #5: highp ivec2 textureSize(itexture2DMS); Step #5: highp ivec2 textureSize(usampler2DMS); Step #5: uvec4 texelFetch(usampler2DMS,ivec2,int); Step #5: uvec4 texelFetch(utexture2DMS,ivec2,int); Step #5: highp ivec2 textureSize(utexture2DMS); Step #5: highp ivec3 textureSize(sampler2DMSArray); Step #5: vec4 texelFetch(sampler2DMSArray,ivec3,int); Step #5: vec4 texelFetch(texture2DMSArray,ivec3,int); Step #5: highp ivec3 textureSize(texture2DMSArray); Step #5: highp ivec3 textureSize(isampler2DMSArray); Step #5: ivec4 texelFetch(isampler2DMSArray,ivec3,int); Step #5: ivec4 texelFetch(itexture2DMSArray,ivec3,int); Step #5: highp ivec3 textureSize(itexture2DMSArray); Step #5: highp ivec3 textureSize(usampler2DMSArray); Step #5: uvec4 texelFetch(usampler2DMSArray,ivec3,int); Step #5: uvec4 texelFetch(utexture2DMSArray,ivec3,int); Step #5: highp ivec3 textureSize(utexture2DMSArray); 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 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: highp ivec2 imageSize(readonly writeonly volatile coherent nontemporal image2D); Step #5: highp vec4 imageLoad(readonly volatile coherent nontemporal image2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal image2D, ivec2, vec4); Step #5: float imageAtomicExchange(volatile coherent nontemporal image2D, ivec2, float); Step #5: highp ivec2 imageSize(readonly writeonly volatile coherent nontemporal iimage2D); 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 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: highp ivec2 imageSize(readonly writeonly volatile coherent nontemporal uimage2D); 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 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: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal image3D); Step #5: highp vec4 imageLoad(readonly volatile coherent nontemporal image3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal image3D, ivec3, vec4); Step #5: float imageAtomicExchange(volatile coherent nontemporal image3D, ivec3, float); Step #5: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal iimage3D); 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 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: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal uimage3D); 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 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: highp ivec2 imageSize(readonly writeonly volatile coherent nontemporal imageCube); Step #5: highp vec4 imageLoad(readonly volatile coherent nontemporal imageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal imageCube, ivec3, vec4); Step #5: float imageAtomicExchange(volatile coherent nontemporal imageCube, ivec3, float); Step #5: highp ivec2 imageSize(readonly writeonly volatile coherent nontemporal iimageCube); 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 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: highp ivec2 imageSize(readonly writeonly volatile coherent nontemporal uimageCube); 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 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: highp int imageSize(readonly writeonly volatile coherent nontemporal imageBuffer); Step #5: highp vec4 imageLoad(readonly volatile coherent nontemporal imageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal imageBuffer, int, vec4); Step #5: float imageAtomicExchange(volatile coherent nontemporal imageBuffer, int, float); Step #5: highp int imageSize(readonly writeonly volatile coherent nontemporal iimageBuffer); Step #5: highp 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: highp int imageSize(readonly writeonly volatile coherent nontemporal uimageBuffer); Step #5: highp 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: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal image2DArray); Step #5: highp vec4 imageLoad(readonly volatile coherent nontemporal image2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DArray, ivec3, vec4); Step #5: float imageAtomicExchange(volatile coherent nontemporal image2DArray, ivec3, float); Step #5: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal iimage2DArray); 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 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: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal uimage2DArray); Step #5: highp 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: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal imageCubeArray); Step #5: highp vec4 imageLoad(readonly volatile coherent nontemporal imageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal imageCubeArray, ivec3, vec4); Step #5: float imageAtomicExchange(volatile coherent nontemporal imageCubeArray, ivec3, float); Step #5: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal iimageCubeArray); Step #5: highp 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: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal uimageCubeArray); Step #5: highp 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: const int gl_ScopeDevice = 1; Step #5: const int gl_ScopeWorkgroup = 2; Step #5: const int gl_ScopeSubgroup = 3; Step #5: const int gl_ScopeInvocation = 4; Step #5: const int gl_ScopeQueueFamily = 5; Step #5: const int gl_ScopeShaderCallEXT = 6; Step #5: const int gl_SemanticsRelaxed = 0x0; Step #5: const int gl_SemanticsAcquire = 0x2; Step #5: const int gl_SemanticsRelease = 0x4; Step #5: const int gl_SemanticsAcquireRelease = 0x8; Step #5: const int gl_SemanticsMakeAvailable = 0x2000; Step #5: const int gl_SemanticsMakeVisible = 0x4000; Step #5: const int gl_SemanticsVolatile = 0x8000; Step #5: const int gl_StorageSemanticsNone = 0x0; Step #5: const int gl_StorageSemanticsBuffer = 0x40; Step #5: const int gl_StorageSemanticsShared = 0x100; Step #5: const int gl_StorageSemanticsImage = 0x800; Step #5: const int gl_StorageSemanticsOutput = 0x1000; Step #5: highp ivec2 imageSize(readonly writeonly volatile coherent nontemporal i64image2D); Step #5: highp i64vec4 imageLoad(readonly volatile coherent nontemporal i64image2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal i64image2D, ivec2, i64vec4); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image2D, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image2D, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image2D, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image2D, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image2D, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image2D, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image2D, ivec2, highp int64_t); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, highp int64_t); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, highp int64_t, int, int, int, int, int); Step #5: highp int64_t imageAtomicLoad(volatile coherent nontemporal i64image2D, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal i64image2D, ivec2, highp int64_t, int, int, int); Step #5: highp ivec2 imageSize(readonly writeonly volatile coherent nontemporal u64image2D); Step #5: highp u64vec4 imageLoad(readonly volatile coherent nontemporal u64image2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal u64image2D, ivec2, u64vec4); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, highp uint64_t); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, highp uint64_t, int, int, int, int, int); Step #5: highp uint64_t imageAtomicLoad(volatile coherent nontemporal u64image2D, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal u64image2D, ivec2, highp uint64_t, int, int, int); Step #5: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal i64image3D); Step #5: highp i64vec4 imageLoad(readonly volatile coherent nontemporal i64image3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal i64image3D, ivec3, i64vec4); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image3D, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image3D, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image3D, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image3D, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image3D, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image3D, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image3D, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, highp int64_t); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, highp int64_t, int, int, int, int, int); Step #5: highp int64_t imageAtomicLoad(volatile coherent nontemporal i64image3D, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal i64image3D, ivec3, highp int64_t, int, int, int); Step #5: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal u64image3D); Step #5: highp u64vec4 imageLoad(readonly volatile coherent nontemporal u64image3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal u64image3D, ivec3, u64vec4); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, highp uint64_t); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, highp uint64_t, int, int, int, int, int); Step #5: highp uint64_t imageAtomicLoad(volatile coherent nontemporal u64image3D, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal u64image3D, ivec3, highp uint64_t, int, int, int); Step #5: highp ivec2 imageSize(readonly writeonly volatile coherent nontemporal i64imageCube); Step #5: highp i64vec4 imageLoad(readonly volatile coherent nontemporal i64imageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal i64imageCube, ivec3, i64vec4); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, highp int64_t); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, highp int64_t, int, int, int, int, int); Step #5: highp int64_t imageAtomicLoad(volatile coherent nontemporal i64imageCube, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal i64imageCube, ivec3, highp int64_t, int, int, int); Step #5: highp ivec2 imageSize(readonly writeonly volatile coherent nontemporal u64imageCube); Step #5: highp u64vec4 imageLoad(readonly volatile coherent nontemporal u64imageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal u64imageCube, ivec3, u64vec4); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, highp uint64_t); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, highp uint64_t, int, int, int, int, int); Step #5: highp uint64_t imageAtomicLoad(volatile coherent nontemporal u64imageCube, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal u64imageCube, ivec3, highp uint64_t, int, int, int); Step #5: highp int imageSize(readonly writeonly volatile coherent nontemporal i64imageBuffer); Step #5: highp i64vec4 imageLoad(readonly volatile coherent nontemporal i64imageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal i64imageBuffer, int, i64vec4); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64imageBuffer, int, highp int64_t); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64imageBuffer, int, highp int64_t); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64imageBuffer, int, highp int64_t); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64imageBuffer, int, highp int64_t); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64imageBuffer, int, highp int64_t); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64imageBuffer, int, highp int64_t); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64imageBuffer, int, highp int64_t); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, highp int64_t); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, highp int64_t, int, int, int, int, int); Step #5: highp int64_t imageAtomicLoad(volatile coherent nontemporal i64imageBuffer, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal i64imageBuffer, int, highp int64_t, int, int, int); Step #5: highp int imageSize(readonly writeonly volatile coherent nontemporal u64imageBuffer); Step #5: highp u64vec4 imageLoad(readonly volatile coherent nontemporal u64imageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal u64imageBuffer, int, u64vec4); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, highp uint64_t); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, highp uint64_t, int, int, int, int, int); Step #5: highp uint64_t imageAtomicLoad(volatile coherent nontemporal u64imageBuffer, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal u64imageBuffer, int, highp uint64_t, int, int, int); Step #5: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal i64image2DArray); Step #5: highp i64vec4 imageLoad(readonly volatile coherent nontemporal i64image2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal i64image2DArray, ivec3, i64vec4); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, highp int64_t); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, highp int64_t, int, int, int, int, int); Step #5: highp int64_t imageAtomicLoad(volatile coherent nontemporal i64image2DArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal i64image2DArray, ivec3, highp int64_t, int, int, int); Step #5: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal u64image2DArray); Step #5: highp u64vec4 imageLoad(readonly volatile coherent nontemporal u64image2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal u64image2DArray, ivec3, u64vec4); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, highp uint64_t); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, highp uint64_t, int, int, int, int, int); Step #5: highp uint64_t imageAtomicLoad(volatile coherent nontemporal u64image2DArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal u64image2DArray, ivec3, highp uint64_t, int, int, int); Step #5: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal i64imageCubeArray); Step #5: highp i64vec4 imageLoad(readonly volatile coherent nontemporal i64imageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal i64imageCubeArray, ivec3, i64vec4); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, highp int64_t); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, highp int64_t, int, int, int, int, int); Step #5: highp int64_t imageAtomicLoad(volatile coherent nontemporal i64imageCubeArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal i64imageCubeArray, ivec3, highp int64_t, int, int, int); Step #5: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal u64imageCubeArray); Step #5: highp u64vec4 imageLoad(readonly volatile coherent nontemporal u64imageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal u64imageCubeArray, ivec3, u64vec4); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, highp uint64_t); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, highp uint64_t, int, int, int, int, int); Step #5: highp uint64_t imageAtomicLoad(volatile coherent nontemporal u64imageCubeArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal u64imageCubeArray, ivec3, highp uint64_t, int, int, int); Step #5: highp ivec2 imageSize(readonly writeonly volatile coherent nontemporal i64image2DMS); Step #5: highp i64vec4 imageLoad(readonly volatile coherent nontemporal i64image2DMS, ivec2, int); Step #5: void imageStore(writeonly volatile coherent nontemporal i64image2DMS, ivec2, int, i64vec4); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, highp int64_t); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, highp int64_t, int, int, int, int, int); Step #5: highp int64_t imageAtomicLoad(volatile coherent nontemporal i64image2DMS, ivec2, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal i64image2DMS, ivec2, int, highp int64_t, int, int, int); Step #5: highp ivec2 imageSize(readonly writeonly volatile coherent nontemporal u64image2DMS); Step #5: highp u64vec4 imageLoad(readonly volatile coherent nontemporal u64image2DMS, ivec2, int); Step #5: void imageStore(writeonly volatile coherent nontemporal u64image2DMS, ivec2, int, u64vec4); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, highp uint64_t); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, highp uint64_t, int, int, int, int, int); Step #5: highp uint64_t imageAtomicLoad(volatile coherent nontemporal u64image2DMS, ivec2, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal u64image2DMS, ivec2, int, highp uint64_t, int, int, int); Step #5: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal i64image2DMSArray); Step #5: highp i64vec4 imageLoad(readonly volatile coherent nontemporal i64image2DMSArray, ivec3, int); Step #5: void imageStore(writeonly volatile coherent nontemporal i64image2DMSArray, ivec3, int, i64vec4); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, highp int64_t); Step #5: highp int64_t imageAtomicAdd(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMin(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicMax(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicAnd(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicOr(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicXor(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicExchange(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, int, int, int); Step #5: highp int64_t imageAtomicCompSwap(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, highp int64_t, int, int, int, int, int); Step #5: highp int64_t imageAtomicLoad(volatile coherent nontemporal i64image2DMSArray, ivec3, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal i64image2DMSArray, ivec3, int, highp int64_t, int, int, int); Step #5: highp ivec3 imageSize(readonly writeonly volatile coherent nontemporal u64image2DMSArray); Step #5: highp u64vec4 imageLoad(readonly volatile coherent nontemporal u64image2DMSArray, ivec3, int); Step #5: void imageStore(writeonly volatile coherent nontemporal u64image2DMSArray, ivec3, int, u64vec4); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, highp uint64_t); Step #5: highp uint64_t imageAtomicAdd(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMin(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicMax(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicAnd(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicOr(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicXor(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicExchange(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, int, int, int); Step #5: highp uint64_t imageAtomicCompSwap(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, highp uint64_t, int, int, int, int, int); Step #5: highp uint64_t imageAtomicLoad(volatile coherent nontemporal u64image2DMSArray, ivec3, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal u64image2DMSArray, ivec3, int, highp uint64_t, int, int, int); Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:16: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: 0:440: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: vector radians(vector); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: vector degrees(vector); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: vector sin(vector); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: vector cos(vector); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: vector tan(vector); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: vector asin(vector); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: vector acos(vector); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: vector atan(vector,vector); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: vector atan(vector); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: vector pow(vector,vector); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: vector exp(vector); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: vector log(vector); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: vector exp2(vector); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: vector log2(vector); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: vector sqrt(vector); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: vector inversesqrt(vector); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: vector abs(vector); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: vector sign(vector); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: vector floor(vector); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: vector ceil(vector); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: vector fract(vector); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: vector mod(vector,vector); Step #5: vector mod(vector,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: vector min(vector,vector); Step #5: vector min(vector,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: vector max(vector,vector); Step #5: vector max(vector,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: vector clamp(vector,vector,vector); Step #5: vector clamp(vector,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: vector mix(vector,vector,vector); Step #5: vector mix(vector,vector,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: vector step(vector,vector); Step #5: vector step(float,vector); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: vector smoothstep(vector,vector,vector); Step #5: vector smoothstep(float,float,vector); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: vector normalize(vector); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: vector faceforward(vector,vector,vector); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: vector reflect(vector,vector); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: vector refract(vector,vector,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float length(vector); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float distance(vector,vector); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: float dot(vector,vector); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: vector lessThan(vector,vector); Step #5: vector lessThan(vector,vector); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: vector lessThanEqual(vector,vector); Step #5: vector lessThanEqual(vector,vector); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: vector greaterThan(vector,vector); Step #5: vector greaterThan(vector,vector); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: vector greaterThanEqual(vector,vector); Step #5: vector greaterThanEqual(vector,vector); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: vector equal(vector,vector); Step #5: vector equal(vector,vector); Step #5: vector equal(vector,vector); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: vector notEqual(vector,vector); Step #5: vector notEqual(vector,vector); Step #5: vector notEqual(vector,vector); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool any(vector); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bool all(vector); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: vector not(vector); Step #5: float sinh(float); Step #5: vec2 sinh(vec2); Step #5: vec3 sinh(vec3); Step #5: vec4 sinh(vec4); Step #5: vector sinh(vector); Step #5: float cosh(float); Step #5: vec2 cosh(vec2); Step #5: vec3 cosh(vec3); Step #5: vec4 cosh(vec4); Step #5: vector cosh(vector); Step #5: float tanh(float); Step #5: vec2 tanh(vec2); Step #5: vec3 tanh(vec3); Step #5: vec4 tanh(vec4); Step #5: vector tanh(vector); Step #5: float asinh(float); Step #5: vec2 asinh(vec2); Step #5: vec3 asinh(vec3); Step #5: vec4 asinh(vec4); Step #5: vector asinh(vector); Step #5: float acosh(float); Step #5: vec2 acosh(vec2); Step #5: vec3 acosh(vec3); Step #5: vec4 acosh(vec4); Step #5: vector acosh(vector); Step #5: float atanh(float); Step #5: vec2 atanh(vec2); Step #5: vec3 atanh(vec3); Step #5: vec4 atanh(vec4); Step #5: vector atanh(vector); Step #5: int abs(int); Step #5: ivec2 abs(ivec2); Step #5: ivec3 abs(ivec3); Step #5: ivec4 abs(ivec4); Step #5: vector abs(vector); Step #5: int sign(int); Step #5: ivec2 sign(ivec2); Step #5: ivec3 sign(ivec3); Step #5: ivec4 sign(ivec4); Step #5: vector sign(vector); Step #5: float trunc(float); Step #5: vec2 trunc(vec2); Step #5: vec3 trunc(vec3); Step #5: vec4 trunc(vec4); Step #5: vector trunc(vector); Step #5: float round(float); Step #5: vec2 round(vec2); Step #5: vec3 round(vec3); Step #5: vec4 round(vec4); Step #5: vector round(vector); Step #5: float roundEven(float); Step #5: vec2 roundEven(vec2); Step #5: vec3 roundEven(vec3); Step #5: vec4 roundEven(vec4); Step #5: vector roundEven(vector); 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: vector modf(vector,out vector); 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: vector min(vector,vector); Step #5: vector min(vector,vector); Step #5: vector min(vector,int); Step #5: vector min(vector,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: vector max(vector,vector); Step #5: vector max(vector,vector); Step #5: vector max(vector,int); Step #5: vector max(vector,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: vector clamp(vector,vector,vector); Step #5: vector clamp(vector,vector,vector); Step #5: vector clamp(vector,int,int); Step #5: vector clamp(vector,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: vector mix(vector,vector,vector); Step #5: bool isinf(float); Step #5: bvec2 isinf(vec2); Step #5: bvec3 isinf(vec3); Step #5: bvec4 isinf(vec4); Step #5: vector isinf(vector); Step #5: bool isnan(float); Step #5: bvec2 isnan(vec2); Step #5: bvec3 isnan(vec3); Step #5: bvec4 isnan(vec4); Step #5: vector isnan(vector); Step #5: bvec2 lessThan(uvec2,uvec2); Step #5: bvec3 lessThan(uvec3,uvec3); Step #5: bvec4 lessThan(uvec4,uvec4); Step #5: vector lessThan(vector,vector); Step #5: bvec2 lessThanEqual(uvec2,uvec2); Step #5: bvec3 lessThanEqual(uvec3,uvec3); Step #5: bvec4 lessThanEqual(uvec4,uvec4); Step #5: vector lessThanEqual(vector,vector); Step #5: bvec2 greaterThan(uvec2,uvec2); Step #5: bvec3 greaterThan(uvec3,uvec3); Step #5: bvec4 greaterThan(uvec4,uvec4); Step #5: vector greaterThan(vector,vector); Step #5: bvec2 greaterThanEqual(uvec2,uvec2); Step #5: bvec3 greaterThanEqual(uvec3,uvec3); Step #5: bvec4 greaterThanEqual(uvec4,uvec4); Step #5: vector greaterThanEqual(vector,vector); Step #5: bvec2 equal(uvec2,uvec2); Step #5: bvec3 equal(uvec3,uvec3); Step #5: bvec4 equal(uvec4,uvec4); Step #5: vector equal(vector,vector); Step #5: bvec2 notEqual(uvec2,uvec2); Step #5: bvec3 notEqual(uvec3,uvec3); Step #5: bvec4 notEqual(uvec4,uvec4); Step #5: vector notEqual(vector,vector); 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: vec4 texture2D(sampler2D, 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: 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: bool subgroupAllEqual(vector); 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: vector subgroupBroadcast(vector, 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: vector subgroupBroadcastFirst(vector); 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: vector subgroupShuffle(vector, 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: vector subgroupShuffleXor(vector, 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: vector subgroupShuffleUp(vector, 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: vector subgroupShuffleDown(vector, 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: vector subgroupRotate(vector, 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: vector subgroupClusteredRotate(vector, 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: vector subgroupAdd(vector); 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: vector subgroupMul(vector); 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: vector subgroupMin(vector); 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: vector subgroupMax(vector); 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: vector subgroupAnd(vector); 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: vector subgroupOr(vector); 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: vector subgroupXor(vector); 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: vector subgroupInclusiveAdd(vector); 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: vector subgroupInclusiveMul(vector); 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: vector subgroupInclusiveMin(vector); 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: vector subgroupInclusiveMax(vector); 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: vector subgroupInclusiveAnd(vector); 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: vector subgroupInclusiveOr(vector); 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: vector subgroupInclusiveXor(vector); 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: vector subgroupExclusiveAdd(vector); 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: vector subgroupExclusiveMul(vector); 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: vector subgroupExclusiveMin(vector); 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: vector subgroupExclusiveMax(vector); 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: vector subgroupExclusiveAnd(vector); 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: vector subgroupExclusiveOr(vector); 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: vector subgroupExclusiveXor(vector); 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: vector subgroupClusteredAdd(vector, 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: vector subgroupClusteredMul(vector, 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: vector subgroupClusteredMin(vector, 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: vector subgroupClusteredMax(vector, 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: vector subgroupClusteredAnd(vector, 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: vector subgroupClusteredOr(vector, 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: vector subgroupClusteredXor(vector, 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: vector subgroupQuadBroadcast(vector, 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: vector subgroupQuadSwapHorizontal(vector); 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: vector subgroupQuadSwapVertical(vector); 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: vector subgroupQuadSwapDiagonal(vector); 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: uvec4 subgroupPartitionNV(vector); 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: vector subgroupPartitionedAddNV(vector, 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: vector subgroupPartitionedMulNV(vector, 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: vector subgroupPartitionedMinNV(vector, 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: vector subgroupPartitionedMaxNV(vector, 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: vector subgroupPartitionedAndNV(vector, 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: vector subgroupPartitionedOrNV(vector, 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: vector subgroupPartitionedXorNV(vector, 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: vector subgroupPartitionedInclusiveAddNV(vector, 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: vector subgroupPartitionedInclusiveMulNV(vector, 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: vector subgroupPartitionedInclusiveMinNV(vector, 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: vector subgroupPartitionedInclusiveMaxNV(vector, 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: vector subgroupPartitionedInclusiveAndNV(vector, 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: vector subgroupPartitionedInclusiveOrNV(vector, 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: vector subgroupPartitionedInclusiveXorNV(vector, 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: vector subgroupPartitionedExclusiveAddNV(vector, 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: vector subgroupPartitionedExclusiveMulNV(vector, 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: vector subgroupPartitionedExclusiveMinNV(vector, 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: vector subgroupPartitionedExclusiveMaxNV(vector, 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: vector subgroupPartitionedExclusiveAndNV(vector, 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: vector subgroupPartitionedExclusiveOrNV(vector, 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: vector subgroupPartitionedExclusiveXorNV(vector, 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: 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 memoryBarrier();void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {float near;float far;float diff;};uniform gl_DepthRangeParameters gl_DepthRange; 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: vec4 texelFetch(texture1D,int,int); Step #5: vec4 texelFetchOffset(texture1D,int,int,int); Step #5: int textureSize(texture1D,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: ivec4 texelFetch(itexture1D,int,int); Step #5: ivec4 texelFetchOffset(itexture1D,int,int,int); Step #5: int textureSize(itexture1D,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: uvec4 texelFetch(utexture1D,int,int); Step #5: uvec4 texelFetchOffset(utexture1D,int,int,int); Step #5: int textureSize(utexture1D,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: vec4 texelFetch(texture2D,ivec2,int); Step #5: vec4 texelFetchOffset(texture2D,ivec2,int,ivec2); Step #5: ivec2 textureSize(texture2D,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: ivec4 texelFetch(itexture2D,ivec2,int); Step #5: ivec4 texelFetchOffset(itexture2D,ivec2,int,ivec2); Step #5: ivec2 textureSize(itexture2D,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: uvec4 texelFetch(utexture2D,ivec2,int); Step #5: uvec4 texelFetchOffset(utexture2D,ivec2,int,ivec2); Step #5: ivec2 textureSize(utexture2D,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: vec4 texelFetch(texture3D,ivec3,int); Step #5: vec4 texelFetchOffset(texture3D,ivec3,int,ivec3); Step #5: ivec3 textureSize(texture3D,int); 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: ivec4 texelFetch(itexture3D,ivec3,int); Step #5: ivec4 texelFetchOffset(itexture3D,ivec3,int,ivec3); Step #5: ivec3 textureSize(itexture3D,int); 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: uvec4 texelFetch(utexture3D,ivec3,int); Step #5: uvec4 texelFetchOffset(utexture3D,ivec3,int,ivec3); Step #5: ivec3 textureSize(utexture3D,int); 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(textureCube,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(itextureCube,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(utextureCube,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: vec4 texelFetch(texture2DRect,ivec2); Step #5: vec4 texelFetchOffset(texture2DRect,ivec2,ivec2); Step #5: ivec2 textureSize(texture2DRect); 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: ivec4 texelFetch(itexture2DRect,ivec2); Step #5: ivec4 texelFetchOffset(itexture2DRect,ivec2,ivec2); Step #5: ivec2 textureSize(itexture2DRect); 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: uvec4 texelFetch(utexture2DRect,ivec2); Step #5: uvec4 texelFetchOffset(utexture2DRect,ivec2,ivec2); Step #5: ivec2 textureSize(utexture2DRect); Step #5: int textureSize(samplerBuffer); Step #5: vec4 texelFetch(samplerBuffer,int); Step #5: vec4 texelFetch(textureBuffer,int); Step #5: int textureSize(textureBuffer); Step #5: int textureSize(isamplerBuffer); Step #5: ivec4 texelFetch(isamplerBuffer,int); Step #5: ivec4 texelFetch(itextureBuffer,int); Step #5: int textureSize(itextureBuffer); Step #5: int textureSize(usamplerBuffer); Step #5: uvec4 texelFetch(usamplerBuffer,int); Step #5: uvec4 texelFetch(utextureBuffer,int); Step #5: int textureSize(utextureBuffer); 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: vec4 texelFetch(texture1DArray,ivec2,int); Step #5: vec4 texelFetchOffset(texture1DArray,ivec2,int,int); Step #5: ivec2 textureSize(texture1DArray,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: ivec4 texelFetch(itexture1DArray,ivec2,int); Step #5: ivec4 texelFetchOffset(itexture1DArray,ivec2,int,int); Step #5: ivec2 textureSize(itexture1DArray,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: uvec4 texelFetch(utexture1DArray,ivec2,int); Step #5: uvec4 texelFetchOffset(utexture1DArray,ivec2,int,int); Step #5: ivec2 textureSize(utexture1DArray,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: vec4 texelFetch(texture2DArray,ivec3,int); Step #5: vec4 texelFetchOffset(texture2DArray,ivec3,int,ivec2); Step #5: ivec3 textureSize(texture2DArray,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: ivec4 texelFetch(itexture2DArray,ivec3,int); Step #5: ivec4 texelFetchOffset(itexture2DArray,ivec3,int,ivec2); Step #5: ivec3 textureSize(itexture2DArray,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: uvec4 texelFetch(utexture2DArray,ivec3,int); Step #5: uvec4 texelFetchOffset(utexture2DArray,ivec3,int,ivec2); Step #5: ivec3 textureSize(utexture2DArray,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(textureCubeArray,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(itextureCubeArray,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: ivec3 textureSize(utextureCubeArray,int); Step #5: ivec2 textureSize(sampler2DMS); Step #5: vec4 texelFetch(sampler2DMS,ivec2,int); Step #5: vec4 texelFetch(texture2DMS,ivec2,int); Step #5: ivec2 textureSize(texture2DMS); Step #5: ivec2 textureSize(isampler2DMS); Step #5: ivec4 texelFetch(isampler2DMS,ivec2,int); Step #5: ivec4 texelFetch(itexture2DMS,ivec2,int); Step #5: ivec2 textureSize(itexture2DMS); Step #5: ivec2 textureSize(usampler2DMS); Step #5: uvec4 texelFetch(usampler2DMS,ivec2,int); Step #5: uvec4 texelFetch(utexture2DMS,ivec2,int); Step #5: ivec2 textureSize(utexture2DMS); Step #5: ivec3 textureSize(sampler2DMSArray); Step #5: vec4 texelFetch(sampler2DMSArray,ivec3,int); Step #5: vec4 texelFetch(texture2DMSArray,ivec3,int); Step #5: ivec3 textureSize(texture2DMSArray); Step #5: ivec3 textureSize(isampler2DMSArray); Step #5: ivec4 texelFetch(isampler2DMSArray,ivec3,int); Step #5: ivec4 texelFetch(itexture2DMSArray,ivec3,int); Step #5: ivec3 textureSize(itexture2DMSArray); Step #5: ivec3 textureSize(usampler2DMSArray); Step #5: uvec4 texelFetch(usampler2DMSArray,ivec3,int); Step #5: uvec4 texelFetch(utexture2DMSArray,ivec3,int); Step #5: ivec3 textureSize(utexture2DMSArray); 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: 0:440: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:16: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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 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;vec4 gl_FragColor;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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:274: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: vector radians(vector); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: vector degrees(vector); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: vector sin(vector); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: vector cos(vector); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: vector tan(vector); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: vector asin(vector); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: vector acos(vector); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: vector atan(vector,vector); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: vector atan(vector); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: vector pow(vector,vector); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: vector exp(vector); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: vector log(vector); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: vector exp2(vector); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: vector log2(vector); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: vector sqrt(vector); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: vector inversesqrt(vector); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: vector abs(vector); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: vector sign(vector); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: vector floor(vector); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: vector ceil(vector); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: vector fract(vector); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: vector mod(vector,vector); Step #5: vector mod(vector,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: vector min(vector,vector); Step #5: vector min(vector,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: vector max(vector,vector); Step #5: vector max(vector,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: vector clamp(vector,vector,vector); Step #5: vector clamp(vector,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: vector mix(vector,vector,vector); Step #5: vector mix(vector,vector,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: vector step(vector,vector); Step #5: vector step(float,vector); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: vector smoothstep(vector,vector,vector); Step #5: vector smoothstep(float,float,vector); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: vector normalize(vector); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: vector faceforward(vector,vector,vector); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: vector reflect(vector,vector); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: vector refract(vector,vector,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float length(vector); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float distance(vector,vector); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: float dot(vector,vector); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: vector lessThan(vector,vector); Step #5: vector lessThan(vector,vector); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: vector lessThanEqual(vector,vector); Step #5: vector lessThanEqual(vector,vector); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: vector greaterThan(vector,vector); Step #5: vector greaterThan(vector,vector); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: vector greaterThanEqual(vector,vector); Step #5: vector greaterThanEqual(vector,vector); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: vector equal(vector,vector); Step #5: vector equal(vector,vector); Step #5: vector equal(vector,vector); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: vector notEqual(vector,vector); Step #5: vector notEqual(vector,vector); Step #5: vector notEqual(vector,vector); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool any(vector); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bool all(vector); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: vector not(vector); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, 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: void abortEXT(); 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: 0:274: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:16: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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;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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:16: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: 0:428: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: vector radians(vector); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: vector degrees(vector); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: vector sin(vector); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: vector cos(vector); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: vector tan(vector); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: vector asin(vector); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: vector acos(vector); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: vector atan(vector,vector); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: vector atan(vector); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: vector pow(vector,vector); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: vector exp(vector); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: vector log(vector); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: vector exp2(vector); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: vector log2(vector); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: vector sqrt(vector); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: vector inversesqrt(vector); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: vector abs(vector); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: vector sign(vector); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: vector floor(vector); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: vector ceil(vector); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: vector fract(vector); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: vector mod(vector,vector); Step #5: vector mod(vector,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: vector min(vector,vector); Step #5: vector min(vector,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: vector max(vector,vector); Step #5: vector max(vector,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: vector clamp(vector,vector,vector); Step #5: vector clamp(vector,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: vector mix(vector,vector,vector); Step #5: vector mix(vector,vector,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: vector step(vector,vector); Step #5: vector step(float,vector); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: vector smoothstep(vector,vector,vector); Step #5: vector smoothstep(float,float,vector); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: vector normalize(vector); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: vector faceforward(vector,vector,vector); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: vector reflect(vector,vector); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: vector refract(vector,vector,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float length(vector); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float distance(vector,vector); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: float dot(vector,vector); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: vector lessThan(vector,vector); Step #5: vector lessThan(vector,vector); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: vector lessThanEqual(vector,vector); Step #5: vector lessThanEqual(vector,vector); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: vector greaterThan(vector,vector); Step #5: vector greaterThan(vector,vector); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: vector greaterThanEqual(vector,vector); Step #5: vector greaterThanEqual(vector,vector); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: vector equal(vector,vector); Step #5: vector equal(vector,vector); Step #5: vector equal(vector,vector); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: vector notEqual(vector,vector); Step #5: vector notEqual(vector,vector); Step #5: vector notEqual(vector,vector); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool any(vector); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bool all(vector); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: vector not(vector); Step #5: float sinh(float); Step #5: vec2 sinh(vec2); Step #5: vec3 sinh(vec3); Step #5: vec4 sinh(vec4); Step #5: vector sinh(vector); Step #5: float cosh(float); Step #5: vec2 cosh(vec2); Step #5: vec3 cosh(vec3); Step #5: vec4 cosh(vec4); Step #5: vector cosh(vector); Step #5: float tanh(float); Step #5: vec2 tanh(vec2); Step #5: vec3 tanh(vec3); Step #5: vec4 tanh(vec4); Step #5: vector tanh(vector); Step #5: float asinh(float); Step #5: vec2 asinh(vec2); Step #5: vec3 asinh(vec3); Step #5: vec4 asinh(vec4); Step #5: vector asinh(vector); Step #5: float acosh(float); Step #5: vec2 acosh(vec2); Step #5: vec3 acosh(vec3); Step #5: vec4 acosh(vec4); Step #5: vector acosh(vector); Step #5: float atanh(float); Step #5: vec2 atanh(vec2); Step #5: vec3 atanh(vec3); Step #5: vec4 atanh(vec4); Step #5: vector atanh(vector); Step #5: int abs(int); Step #5: ivec2 abs(ivec2); Step #5: ivec3 abs(ivec3); Step #5: ivec4 abs(ivec4); Step #5: vector abs(vector); Step #5: int sign(int); Step #5: ivec2 sign(ivec2); Step #5: ivec3 sign(ivec3); Step #5: ivec4 sign(ivec4); Step #5: vector sign(vector); Step #5: float trunc(float); Step #5: vec2 trunc(vec2); Step #5: vec3 trunc(vec3); Step #5: vec4 trunc(vec4); Step #5: vector trunc(vector); Step #5: float round(float); Step #5: vec2 round(vec2); Step #5: vec3 round(vec3); Step #5: vec4 round(vec4); Step #5: vector round(vector); Step #5: float roundEven(float); Step #5: vec2 roundEven(vec2); Step #5: vec3 roundEven(vec3); Step #5: vec4 roundEven(vec4); Step #5: vector roundEven(vector); 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: vector modf(vector,out vector); 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: vector min(vector,vector); Step #5: vector min(vector,vector); Step #5: vector min(vector,int); Step #5: vector min(vector,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: vector max(vector,vector); Step #5: vector max(vector,vector); Step #5: vector max(vector,int); Step #5: vector max(vector,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: vector clamp(vector,vector,vector); Step #5: vector clamp(vector,vector,vector); Step #5: vector clamp(vector,int,int); Step #5: vector clamp(vector,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: vector mix(vector,vector,vector); Step #5: bool isinf(float); Step #5: bvec2 isinf(vec2); Step #5: bvec3 isinf(vec3); Step #5: bvec4 isinf(vec4); Step #5: vector isinf(vector); Step #5: bool isnan(float); Step #5: bvec2 isnan(vec2); Step #5: bvec3 isnan(vec3); Step #5: bvec4 isnan(vec4); Step #5: vector isnan(vector); Step #5: bvec2 lessThan(uvec2,uvec2); Step #5: bvec3 lessThan(uvec3,uvec3); Step #5: bvec4 lessThan(uvec4,uvec4); Step #5: vector lessThan(vector,vector); Step #5: bvec2 lessThanEqual(uvec2,uvec2); Step #5: bvec3 lessThanEqual(uvec3,uvec3); Step #5: bvec4 lessThanEqual(uvec4,uvec4); Step #5: vector lessThanEqual(vector,vector); Step #5: bvec2 greaterThan(uvec2,uvec2); Step #5: bvec3 greaterThan(uvec3,uvec3); Step #5: bvec4 greaterThan(uvec4,uvec4); Step #5: vector greaterThan(vector,vector); Step #5: bvec2 greaterThanEqual(uvec2,uvec2); Step #5: bvec3 greaterThanEqual(uvec3,uvec3); Step #5: bvec4 greaterThanEqual(uvec4,uvec4); Step #5: vector greaterThanEqual(vector,vector); Step #5: bvec2 equal(uvec2,uvec2); Step #5: bvec3 equal(uvec3,uvec3); Step #5: bvec4 equal(uvec4,uvec4); Step #5: vector equal(vector,vector); Step #5: bvec2 notEqual(uvec2,uvec2); Step #5: bvec3 notEqual(uvec3,uvec3); Step #5: bvec4 notEqual(uvec4,uvec4); Step #5: vector notEqual(vector,vector); 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: 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: bool subgroupAllEqual(vector); 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: vector subgroupBroadcast(vector, 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: vector subgroupBroadcastFirst(vector); 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: vector subgroupShuffle(vector, 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: vector subgroupShuffleXor(vector, 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: vector subgroupShuffleUp(vector, 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: vector subgroupShuffleDown(vector, 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: vector subgroupRotate(vector, 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: vector subgroupClusteredRotate(vector, 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: vector subgroupAdd(vector); 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: vector subgroupMul(vector); 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: vector subgroupMin(vector); 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: vector subgroupMax(vector); 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: vector subgroupAnd(vector); 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: vector subgroupOr(vector); 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: vector subgroupXor(vector); 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: vector subgroupInclusiveAdd(vector); 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: vector subgroupInclusiveMul(vector); 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: vector subgroupInclusiveMin(vector); 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: vector subgroupInclusiveMax(vector); 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: vector subgroupInclusiveAnd(vector); 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: vector subgroupInclusiveOr(vector); 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: vector subgroupInclusiveXor(vector); 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: vector subgroupExclusiveAdd(vector); 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: vector subgroupExclusiveMul(vector); 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: vector subgroupExclusiveMin(vector); 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: vector subgroupExclusiveMax(vector); 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: vector subgroupExclusiveAnd(vector); 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: vector subgroupExclusiveOr(vector); 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: vector subgroupExclusiveXor(vector); 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: vector subgroupClusteredAdd(vector, 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: vector subgroupClusteredMul(vector, 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: vector subgroupClusteredMin(vector, 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: vector subgroupClusteredMax(vector, 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: vector subgroupClusteredAnd(vector, 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: vector subgroupClusteredOr(vector, 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: vector subgroupClusteredXor(vector, 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: vector subgroupQuadBroadcast(vector, 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: vector subgroupQuadSwapHorizontal(vector); 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: vector subgroupQuadSwapVertical(vector); 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: vector subgroupQuadSwapDiagonal(vector); 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: uvec4 subgroupPartitionNV(vector); 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: vector subgroupPartitionedAddNV(vector, 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: vector subgroupPartitionedMulNV(vector, 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: vector subgroupPartitionedMinNV(vector, 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: vector subgroupPartitionedMaxNV(vector, 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: vector subgroupPartitionedAndNV(vector, 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: vector subgroupPartitionedOrNV(vector, 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: vector subgroupPartitionedXorNV(vector, 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: vector subgroupPartitionedInclusiveAddNV(vector, 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: vector subgroupPartitionedInclusiveMulNV(vector, 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: vector subgroupPartitionedInclusiveMinNV(vector, 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: vector subgroupPartitionedInclusiveMaxNV(vector, 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: vector subgroupPartitionedInclusiveAndNV(vector, 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: vector subgroupPartitionedInclusiveOrNV(vector, 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: vector subgroupPartitionedInclusiveXorNV(vector, 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: vector subgroupPartitionedExclusiveAddNV(vector, 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: vector subgroupPartitionedExclusiveMulNV(vector, 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: vector subgroupPartitionedExclusiveMinNV(vector, 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: vector subgroupPartitionedExclusiveMaxNV(vector, 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: vector subgroupPartitionedExclusiveAndNV(vector, 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: vector subgroupPartitionedExclusiveOrNV(vector, 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: vector subgroupPartitionedExclusiveXorNV(vector, 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: 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: 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 memoryBarrier();void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); 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: 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: vec4 texelFetch(texture1D,int,int); Step #5: vec4 texelFetchOffset(texture1D,int,int,int); Step #5: int textureSize(texture1D,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: ivec4 texelFetch(itexture1D,int,int); Step #5: ivec4 texelFetchOffset(itexture1D,int,int,int); Step #5: int textureSize(itexture1D,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: uvec4 texelFetch(utexture1D,int,int); Step #5: uvec4 texelFetchOffset(utexture1D,int,int,int); Step #5: int textureSize(utexture1D,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: vec4 texelFetch(texture2D,ivec2,int); Step #5: vec4 texelFetchOffset(texture2D,ivec2,int,ivec2); Step #5: ivec2 textureSize(texture2D,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: ivec4 texelFetch(itexture2D,ivec2,int); Step #5: ivec4 texelFetchOffset(itexture2D,ivec2,int,ivec2); Step #5: ivec2 textureSize(itexture2D,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: uvec4 texelFetch(utexture2D,ivec2,int); Step #5: uvec4 texelFetchOffset(utexture2D,ivec2,int,ivec2); Step #5: ivec2 textureSize(utexture2D,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: vec4 texelFetch(texture3D,ivec3,int); Step #5: vec4 texelFetchOffset(texture3D,ivec3,int,ivec3); Step #5: ivec3 textureSize(texture3D,int); 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: ivec4 texelFetch(itexture3D,ivec3,int); Step #5: ivec4 texelFetchOffset(itexture3D,ivec3,int,ivec3); Step #5: ivec3 textureSize(itexture3D,int); 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: uvec4 texelFetch(utexture3D,ivec3,int); Step #5: uvec4 texelFetchOffset(utexture3D,ivec3,int,ivec3); Step #5: ivec3 textureSize(utexture3D,int); 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(textureCube,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(itextureCube,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(utextureCube,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: vec4 texelFetch(texture2DRect,ivec2); Step #5: vec4 texelFetchOffset(texture2DRect,ivec2,ivec2); Step #5: ivec2 textureSize(texture2DRect); 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: ivec4 texelFetch(itexture2DRect,ivec2); Step #5: ivec4 texelFetchOffset(itexture2DRect,ivec2,ivec2); Step #5: ivec2 textureSize(itexture2DRect); 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: uvec4 texelFetch(utexture2DRect,ivec2); Step #5: uvec4 texelFetchOffset(utexture2DRect,ivec2,ivec2); Step #5: ivec2 textureSize(utexture2DRect); Step #5: int textureSize(samplerBuffer); Step #5: vec4 texelFetch(samplerBuffer,int); Step #5: vec4 texelFetch(textureBuffer,int); Step #5: int textureSize(textureBuffer); Step #5: int textureSize(isamplerBuffer); Step #5: ivec4 texelFetch(isamplerBuffer,int); Step #5: ivec4 texelFetch(itextureBuffer,int); Step #5: int textureSize(itextureBuffer); Step #5: int textureSize(usamplerBuffer); Step #5: uvec4 texelFetch(usamplerBuffer,int); Step #5: uvec4 texelFetch(utextureBuffer,int); Step #5: int textureSize(utextureBuffer); 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: vec4 texelFetch(texture1DArray,ivec2,int); Step #5: vec4 texelFetchOffset(texture1DArray,ivec2,int,int); Step #5: ivec2 textureSize(texture1DArray,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: ivec4 texelFetch(itexture1DArray,ivec2,int); Step #5: ivec4 texelFetchOffset(itexture1DArray,ivec2,int,int); Step #5: ivec2 textureSize(itexture1DArray,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: uvec4 texelFetch(utexture1DArray,ivec2,int); Step #5: uvec4 texelFetchOffset(utexture1DArray,ivec2,int,int); Step #5: ivec2 textureSize(utexture1DArray,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: vec4 texelFetch(texture2DArray,ivec3,int); Step #5: vec4 texelFetchOffset(texture2DArray,ivec3,int,ivec2); Step #5: ivec3 textureSize(texture2DArray,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: ivec4 texelFetch(itexture2DArray,ivec3,int); Step #5: ivec4 texelFetchOffset(itexture2DArray,ivec3,int,ivec2); Step #5: ivec3 textureSize(itexture2DArray,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: uvec4 texelFetch(utexture2DArray,ivec3,int); Step #5: uvec4 texelFetchOffset(utexture2DArray,ivec3,int,ivec2); Step #5: ivec3 textureSize(utexture2DArray,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(textureCubeArray,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(itextureCubeArray,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: ivec3 textureSize(utextureCubeArray,int); Step #5: ivec2 textureSize(sampler2DMS); Step #5: vec4 texelFetch(sampler2DMS,ivec2,int); Step #5: vec4 texelFetch(texture2DMS,ivec2,int); Step #5: ivec2 textureSize(texture2DMS); Step #5: ivec2 textureSize(isampler2DMS); Step #5: ivec4 texelFetch(isampler2DMS,ivec2,int); Step #5: ivec4 texelFetch(itexture2DMS,ivec2,int); Step #5: ivec2 textureSize(itexture2DMS); Step #5: ivec2 textureSize(usampler2DMS); Step #5: uvec4 texelFetch(usampler2DMS,ivec2,int); Step #5: uvec4 texelFetch(utexture2DMS,ivec2,int); Step #5: ivec2 textureSize(utexture2DMS); Step #5: ivec3 textureSize(sampler2DMSArray); Step #5: vec4 texelFetch(sampler2DMSArray,ivec3,int); Step #5: vec4 texelFetch(texture2DMSArray,ivec3,int); Step #5: ivec3 textureSize(texture2DMSArray); Step #5: ivec3 textureSize(isampler2DMSArray); Step #5: ivec4 texelFetch(isampler2DMSArray,ivec3,int); Step #5: ivec4 texelFetch(itexture2DMSArray,ivec3,int); Step #5: ivec3 textureSize(itexture2DMSArray); Step #5: ivec3 textureSize(usampler2DMSArray); Step #5: uvec4 texelFetch(usampler2DMSArray,ivec3,int); Step #5: uvec4 texelFetch(utexture2DMSArray,ivec3,int); Step #5: ivec3 textureSize(utexture2DMSArray); 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: 0:428: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:16: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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;out int gl_FragStencilRefARB;vec4 gl_FragColor;in float gl_ClipDistance[];in float gl_FogFragCoord;in vec4 gl_TexCoord[];in vec4 gl_Color;in vec4 gl_SecondaryColor;flat in int gl_SampleID; in vec2 gl_SamplePosition; out int gl_SampleMask[];uniform int gl_NumSamples; 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: 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: 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: 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: 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: 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: 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: 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: 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: vec4 texture(samplerCube,vec3,float); Step #5: ivec4 texture(isamplerCube,vec3,float); Step #5: uvec4 texture(usamplerCube,vec3,float); Step #5: vec4 subpassLoad(subpassInput); Step #5: ivec4 subpassLoad(isubpassInput); Step #5: uvec4 subpassLoad(usubpassInput); Step #5: vec4 texture(sampler1DArray,vec2,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int,float); Step #5: ivec4 texture(isampler1DArray,vec2,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int,float); Step #5: uvec4 texture(usampler1DArray,vec2,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int,float); Step #5: vec4 texture(sampler2DArray,vec3,float); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2,float); Step #5: ivec4 texture(isampler2DArray,vec3,float); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2,float); Step #5: uvec4 texture(usampler2DArray,vec3,float); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2,float); Step #5: vec4 texture(samplerCubeArray,vec4,float); Step #5: ivec4 texture(isamplerCubeArray,vec4,float); 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: 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: 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: float texture(samplerCubeShadow,vec4,float); Step #5: float texture(sampler1DArrayShadow,vec3,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int,float); Step #5: flat in highp int gl_DeviceIndex;flat in highp int gl_ViewIndex; 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: 0:342: '' : 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: void abortEXT(); 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: void abortEXT(); 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:440: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: vector radians(vector); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: vector degrees(vector); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: vector sin(vector); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: vector cos(vector); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: vector tan(vector); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: vector asin(vector); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: vector acos(vector); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: vector atan(vector,vector); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: vector atan(vector); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: vector pow(vector,vector); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: vector exp(vector); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: vector log(vector); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: vector exp2(vector); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: vector log2(vector); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: vector sqrt(vector); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: vector inversesqrt(vector); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: vector abs(vector); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: vector sign(vector); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: vector floor(vector); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: vector ceil(vector); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: vector fract(vector); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: vector mod(vector,vector); Step #5: vector mod(vector,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: vector min(vector,vector); Step #5: vector min(vector,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: vector max(vector,vector); Step #5: vector max(vector,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: vector clamp(vector,vector,vector); Step #5: vector clamp(vector,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: vector mix(vector,vector,vector); Step #5: vector mix(vector,vector,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: vector step(vector,vector); Step #5: vector step(float,vector); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: vector smoothstep(vector,vector,vector); Step #5: vector smoothstep(float,float,vector); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: vector normalize(vector); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: vector faceforward(vector,vector,vector); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: vector reflect(vector,vector); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: vector refract(vector,vector,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float length(vector); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float distance(vector,vector); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: float dot(vector,vector); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: vector lessThan(vector,vector); Step #5: vector lessThan(vector,vector); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: vector lessThanEqual(vector,vector); Step #5: vector lessThanEqual(vector,vector); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: vector greaterThan(vector,vector); Step #5: vector greaterThan(vector,vector); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: vector greaterThanEqual(vector,vector); Step #5: vector greaterThanEqual(vector,vector); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: vector equal(vector,vector); Step #5: vector equal(vector,vector); Step #5: vector equal(vector,vector); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: vector notEqual(vector,vector); Step #5: vector notEqual(vector,vector); Step #5: vector notEqual(vector,vector); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool any(vector); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bool all(vector); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: vector not(vector); Step #5: float sinh(float); Step #5: vec2 sinh(vec2); Step #5: vec3 sinh(vec3); Step #5: vec4 sinh(vec4); Step #5: vector sinh(vector); Step #5: float cosh(float); Step #5: vec2 cosh(vec2); Step #5: vec3 cosh(vec3); Step #5: vec4 cosh(vec4); Step #5: vector cosh(vector); Step #5: float tanh(float); Step #5: vec2 tanh(vec2); Step #5: vec3 tanh(vec3); Step #5: vec4 tanh(vec4); Step #5: vector tanh(vector); Step #5: float asinh(float); Step #5: vec2 asinh(vec2); Step #5: vec3 asinh(vec3); Step #5: vec4 asinh(vec4); Step #5: vector asinh(vector); Step #5: float acosh(float); Step #5: vec2 acosh(vec2); Step #5: vec3 acosh(vec3); Step #5: vec4 acosh(vec4); Step #5: vector acosh(vector); Step #5: float atanh(float); Step #5: vec2 atanh(vec2); Step #5: vec3 atanh(vec3); Step #5: vec4 atanh(vec4); Step #5: vector atanh(vector); Step #5: int abs(int); Step #5: ivec2 abs(ivec2); Step #5: ivec3 abs(ivec3); Step #5: ivec4 abs(ivec4); Step #5: vector abs(vector); Step #5: int sign(int); Step #5: ivec2 sign(ivec2); Step #5: ivec3 sign(ivec3); Step #5: ivec4 sign(ivec4); Step #5: vector sign(vector); Step #5: float trunc(float); Step #5: vec2 trunc(vec2); Step #5: vec3 trunc(vec3); Step #5: vec4 trunc(vec4); Step #5: vector trunc(vector); Step #5: float round(float); Step #5: vec2 round(vec2); Step #5: vec3 round(vec3); Step #5: vec4 round(vec4); Step #5: vector round(vector); Step #5: float roundEven(float); Step #5: vec2 roundEven(vec2); Step #5: vec3 roundEven(vec3); Step #5: vec4 roundEven(vec4); Step #5: vector roundEven(vector); 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: vector modf(vector,out vector); 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: vector min(vector,vector); Step #5: vector min(vector,vector); Step #5: vector min(vector,int); Step #5: vector min(vector,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: vector max(vector,vector); Step #5: vector max(vector,vector); Step #5: vector max(vector,int); Step #5: vector max(vector,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: vector clamp(vector,vector,vector); Step #5: vector clamp(vector,vector,vector); Step #5: vector clamp(vector,int,int); Step #5: vector clamp(vector,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: vector mix(vector,vector,vector); Step #5: bool isinf(float); Step #5: bvec2 isinf(vec2); Step #5: bvec3 isinf(vec3); Step #5: bvec4 isinf(vec4); Step #5: vector isinf(vector); Step #5: bool isnan(float); Step #5: bvec2 isnan(vec2); Step #5: bvec3 isnan(vec3); Step #5: bvec4 isnan(vec4); Step #5: vector isnan(vector); Step #5: bvec2 lessThan(uvec2,uvec2); Step #5: bvec3 lessThan(uvec3,uvec3); Step #5: bvec4 lessThan(uvec4,uvec4); Step #5: vector lessThan(vector,vector); Step #5: bvec2 lessThanEqual(uvec2,uvec2); Step #5: bvec3 lessThanEqual(uvec3,uvec3); Step #5: bvec4 lessThanEqual(uvec4,uvec4); Step #5: vector lessThanEqual(vector,vector); Step #5: bvec2 greaterThan(uvec2,uvec2); Step #5: bvec3 greaterThan(uvec3,uvec3); Step #5: bvec4 greaterThan(uvec4,uvec4); Step #5: vector greaterThan(vector,vector); Step #5: bvec2 greaterThanEqual(uvec2,uvec2); Step #5: bvec3 greaterThanEqual(uvec3,uvec3); Step #5: bvec4 greaterThanEqual(uvec4,uvec4); Step #5: vector greaterThanEqual(vector,vector); Step #5: bvec2 equal(uvec2,uvec2); Step #5: bvec3 equal(uvec3,uvec3); Step #5: bvec4 equal(uvec4,uvec4); Step #5: vector equal(vector,vector); Step #5: bvec2 notEqual(uvec2,uvec2); Step #5: bvec3 notEqual(uvec3,uvec3); Step #5: bvec4 notEqual(uvec4,uvec4); Step #5: vector notEqual(vector,vector); 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: vec4 texture2D(sampler2D, 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: 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: bool subgroupAllEqual(vector); 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: vector subgroupBroadcast(vector, 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: vector subgroupBroadcastFirst(vector); 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: vector subgroupShuffle(vector, 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: vector subgroupShuffleXor(vector, 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: vector subgroupShuffleUp(vector, 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: vector subgroupShuffleDown(vector, 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: vector subgroupRotate(vector, 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: vector subgroupClusteredRotate(vector, 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: vector subgroupAdd(vector); 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: vector subgroupMul(vector); 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: vector subgroupMin(vector); 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: vector subgroupMax(vector); 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: vector subgroupAnd(vector); 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: vector subgroupOr(vector); 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: vector subgroupXor(vector); 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: vector subgroupInclusiveAdd(vector); 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: vector subgroupInclusiveMul(vector); 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: vector subgroupInclusiveMin(vector); 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: vector subgroupInclusiveMax(vector); 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: vector subgroupInclusiveAnd(vector); 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: vector subgroupInclusiveOr(vector); 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: vector subgroupInclusiveXor(vector); 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: vector subgroupExclusiveAdd(vector); 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: vector subgroupExclusiveMul(vector); 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: vector subgroupExclusiveMin(vector); 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: vector subgroupExclusiveMax(vector); 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: vector subgroupExclusiveAnd(vector); 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: vector subgroupExclusiveOr(vector); 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: vector subgroupExclusiveXor(vector); 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: vector subgroupClusteredAdd(vector, 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: vector subgroupClusteredMul(vector, 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: vector subgroupClusteredMin(vector, 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: vector subgroupClusteredMax(vector, 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: vector subgroupClusteredAnd(vector, 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: vector subgroupClusteredOr(vector, 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: vector subgroupClusteredXor(vector, 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: vector subgroupQuadBroadcast(vector, 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: vector subgroupQuadSwapHorizontal(vector); 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: vector subgroupQuadSwapVertical(vector); 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: vector subgroupQuadSwapDiagonal(vector); 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: uvec4 subgroupPartitionNV(vector); 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: vector subgroupPartitionedAddNV(vector, 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: vector subgroupPartitionedMulNV(vector, 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: vector subgroupPartitionedMinNV(vector, 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: vector subgroupPartitionedMaxNV(vector, 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: vector subgroupPartitionedAndNV(vector, 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: vector subgroupPartitionedOrNV(vector, 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: vector subgroupPartitionedXorNV(vector, 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: vector subgroupPartitionedInclusiveAddNV(vector, 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: vector subgroupPartitionedInclusiveMulNV(vector, 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: vector subgroupPartitionedInclusiveMinNV(vector, 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: vector subgroupPartitionedInclusiveMaxNV(vector, 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: vector subgroupPartitionedInclusiveAndNV(vector, 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: vector subgroupPartitionedInclusiveOrNV(vector, 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: vector subgroupPartitionedInclusiveXorNV(vector, 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: vector subgroupPartitionedExclusiveAddNV(vector, 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: vector subgroupPartitionedExclusiveMulNV(vector, 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: vector subgroupPartitionedExclusiveMinNV(vector, 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: vector subgroupPartitionedExclusiveMaxNV(vector, 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: vector subgroupPartitionedExclusiveAndNV(vector, 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: vector subgroupPartitionedExclusiveOrNV(vector, 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: vector subgroupPartitionedExclusiveXorNV(vector, 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: 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 memoryBarrier();void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {float near;float far;float diff;};uniform gl_DepthRangeParameters gl_DepthRange; 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: vec4 texelFetch(texture1D,int,int); Step #5: vec4 texelFetchOffset(texture1D,int,int,int); Step #5: int textureSize(texture1D,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: ivec4 texelFetch(itexture1D,int,int); Step #5: ivec4 texelFetchOffset(itexture1D,int,int,int); Step #5: int textureSize(itexture1D,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: uvec4 texelFetch(utexture1D,int,int); Step #5: uvec4 texelFetchOffset(utexture1D,int,int,int); Step #5: int textureSize(utexture1D,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: vec4 texelFetch(texture2D,ivec2,int); Step #5: vec4 texelFetchOffset(texture2D,ivec2,int,ivec2); Step #5: ivec2 textureSize(texture2D,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: ivec4 texelFetch(itexture2D,ivec2,int); Step #5: ivec4 texelFetchOffset(itexture2D,ivec2,int,ivec2); Step #5: ivec2 textureSize(itexture2D,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: uvec4 texelFetch(utexture2D,ivec2,int); Step #5: uvec4 texelFetchOffset(utexture2D,ivec2,int,ivec2); Step #5: ivec2 textureSize(utexture2D,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: vec4 texelFetch(texture3D,ivec3,int); Step #5: vec4 texelFetchOffset(texture3D,ivec3,int,ivec3); Step #5: ivec3 textureSize(texture3D,int); 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: ivec4 texelFetch(itexture3D,ivec3,int); Step #5: ivec4 texelFetchOffset(itexture3D,ivec3,int,ivec3); Step #5: ivec3 textureSize(itexture3D,int); 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: uvec4 texelFetch(utexture3D,ivec3,int); Step #5: uvec4 texelFetchOffset(utexture3D,ivec3,int,ivec3); Step #5: ivec3 textureSize(utexture3D,int); 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(textureCube,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(itextureCube,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(utextureCube,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: vec4 texelFetch(texture2DRect,ivec2); Step #5: vec4 texelFetchOffset(texture2DRect,ivec2,ivec2); Step #5: ivec2 textureSize(texture2DRect); 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: ivec4 texelFetch(itexture2DRect,ivec2); Step #5: ivec4 texelFetchOffset(itexture2DRect,ivec2,ivec2); Step #5: ivec2 textureSize(itexture2DRect); 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: uvec4 texelFetch(utexture2DRect,ivec2); Step #5: uvec4 texelFetchOffset(utexture2DRect,ivec2,ivec2); Step #5: ivec2 textureSize(utexture2DRect); Step #5: int textureSize(samplerBuffer); Step #5: vec4 texelFetch(samplerBuffer,int); Step #5: vec4 texelFetch(textureBuffer,int); Step #5: int textureSize(textureBuffer); Step #5: int textureSize(isamplerBuffer); Step #5: ivec4 texelFetch(isamplerBuffer,int); Step #5: ivec4 texelFetch(itextureBuffer,int); Step #5: int textureSize(itextureBuffer); Step #5: int textureSize(usamplerBuffer); Step #5: uvec4 texelFetch(usamplerBuffer,int); Step #5: uvec4 texelFetch(utextureBuffer,int); Step #5: int textureSize(utextureBuffer); 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: vec4 texelFetch(texture1DArray,ivec2,int); Step #5: vec4 texelFetchOffset(texture1DArray,ivec2,int,int); Step #5: ivec2 textureSize(texture1DArray,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: ivec4 texelFetch(itexture1DArray,ivec2,int); Step #5: ivec4 texelFetchOffset(itexture1DArray,ivec2,int,int); Step #5: ivec2 textureSize(itexture1DArray,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: uvec4 texelFetch(utexture1DArray,ivec2,int); Step #5: uvec4 texelFetchOffset(utexture1DArray,ivec2,int,int); Step #5: ivec2 textureSize(utexture1DArray,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: vec4 texelFetch(texture2DArray,ivec3,int); Step #5: vec4 texelFetchOffset(texture2DArray,ivec3,int,ivec2); Step #5: ivec3 textureSize(texture2DArray,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: ivec4 texelFetch(itexture2DArray,ivec3,int); Step #5: ivec4 texelFetchOffset(itexture2DArray,ivec3,int,ivec2); Step #5: ivec3 textureSize(itexture2DArray,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: uvec4 texelFetch(utexture2DArray,ivec3,int); Step #5: uvec4 texelFetchOffset(utexture2DArray,ivec3,int,ivec2); Step #5: ivec3 textureSize(utexture2DArray,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(textureCubeArray,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(itextureCubeArray,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: ivec3 textureSize(utextureCubeArray,int); Step #5: ivec2 textureSize(sampler2DMS); Step #5: vec4 texelFetch(sampler2DMS,ivec2,int); Step #5: vec4 texelFetch(texture2DMS,ivec2,int); Step #5: ivec2 textureSize(texture2DMS); Step #5: ivec2 textureSize(isampler2DMS); Step #5: ivec4 texelFetch(isampler2DMS,ivec2,int); Step #5: ivec4 texelFetch(itexture2DMS,ivec2,int); Step #5: ivec2 textureSize(itexture2DMS); Step #5: ivec2 textureSize(usampler2DMS); Step #5: uvec4 texelFetch(usampler2DMS,ivec2,int); Step #5: uvec4 texelFetch(utexture2DMS,ivec2,int); Step #5: ivec2 textureSize(utexture2DMS); Step #5: ivec3 textureSize(sampler2DMSArray); Step #5: vec4 texelFetch(sampler2DMSArray,ivec3,int); Step #5: vec4 texelFetch(texture2DMSArray,ivec3,int); Step #5: ivec3 textureSize(texture2DMSArray); Step #5: ivec3 textureSize(isampler2DMSArray); Step #5: ivec4 texelFetch(isampler2DMSArray,ivec3,int); Step #5: ivec4 texelFetch(itexture2DMSArray,ivec3,int); Step #5: ivec3 textureSize(itexture2DMSArray); Step #5: ivec3 textureSize(usampler2DMSArray); Step #5: uvec4 texelFetch(usampler2DMSArray,ivec3,int); Step #5: uvec4 texelFetch(utexture2DMSArray,ivec3,int); Step #5: ivec3 textureSize(utexture2DMSArray); 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: 0:440: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:16: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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 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;vec4 gl_FragColor;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 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: 0:16: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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[];flat in int gl_Layer;flat in int gl_ViewportIndex;in bool gl_FragFullyCoveredNV; 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: 0:274: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: vector radians(vector); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: vector degrees(vector); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: vector sin(vector); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: vector cos(vector); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: vector tan(vector); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: vector asin(vector); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: vector acos(vector); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: vector atan(vector,vector); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: vector atan(vector); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: vector pow(vector,vector); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: vector exp(vector); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: vector log(vector); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: vector exp2(vector); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: vector log2(vector); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: vector sqrt(vector); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: vector inversesqrt(vector); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: vector abs(vector); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: vector sign(vector); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: vector floor(vector); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: vector ceil(vector); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: vector fract(vector); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: vector mod(vector,vector); Step #5: vector mod(vector,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: vector min(vector,vector); Step #5: vector min(vector,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: vector max(vector,vector); Step #5: vector max(vector,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: vector clamp(vector,vector,vector); Step #5: vector clamp(vector,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: vector mix(vector,vector,vector); Step #5: vector mix(vector,vector,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: vector step(vector,vector); Step #5: vector step(float,vector); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: vector smoothstep(vector,vector,vector); Step #5: vector smoothstep(float,float,vector); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: vector normalize(vector); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: vector faceforward(vector,vector,vector); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: vector reflect(vector,vector); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: vector refract(vector,vector,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float length(vector); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float distance(vector,vector); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: float dot(vector,vector); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: vector lessThan(vector,vector); Step #5: vector lessThan(vector,vector); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: vector lessThanEqual(vector,vector); Step #5: vector lessThanEqual(vector,vector); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: vector greaterThan(vector,vector); Step #5: vector greaterThan(vector,vector); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: vector greaterThanEqual(vector,vector); Step #5: vector greaterThanEqual(vector,vector); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: vector equal(vector,vector); Step #5: vector equal(vector,vector); Step #5: vector equal(vector,vector); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: vector notEqual(vector,vector); Step #5: vector notEqual(vector,vector); Step #5: vector notEqual(vector,vector); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool any(vector); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bool all(vector); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: vector not(vector); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, 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: void abortEXT(); 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: 0:274: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:16: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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;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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: 0:17: '' : 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: vector dFdx(vector); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: vector dFdy(vector); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vector fwidth(vector); 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: vector dFdxFine(vector);vector dFdyFine(vector);vector fwidthFine(vector);vector dFdxCoarse(vector);vector dFdyCoarse(vector);vector fwidthCoarse(vector);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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: void abortEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: 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 depthAttachmentRealibc++abi: terminating due to uncaught exception of type std::bad_alloc: std::bad_alloc Step #5: ==42== ERROR: libFuzzer: deadly signal Step #5: #0 0x55d190723c34 in __sanitizer_print_stack_trace /src/llvm-project/compiler-rt/lib/ubsan/ubsan_diag_standalone.cpp:31:3 Step #5: #1 0x55d1906981b8 in fuzzer::PrintStackTrace() /src/llvm-project/compiler-rt/lib/fuzzer/FuzzerUtil.cpp:210:5 Step #5: #2 0x55d19067ad05 in fuzzer::Fuzzer::CrashCallback() /src/llvm-project/compiler-rt/lib/fuzzer/FuzzerLoop.cpp:231:3 Step #5: #3 0x7fe82323241f (/lib/x86_64-linux-gnu/libpthread.so.0+0x1441f) (BuildId: 9753720502573b97dbac595b61fd72c2df18e078) Step #5: #4 0x7fe82302c00a in raise (/lib/x86_64-linux-gnu/libc.so.6+0x4300a) (BuildId: 5792732f783158c66fb4f3756458ca24e46e827d) Step #5: #5 0x7fe82300b858 in abort (/lib/x86_64-linux-gnu/libc.so.6+0x22858) (BuildId: 5792732f783158c66fb4f3756458ca24e46e827d) Step #5: #6 0x55d190655765 in __abort_message (out/libfuzzer-coverage-x86_64/compile_fuzzer+0x4b765) Step #5: #7 0x55d19092a558 in demangling_terminate_handler() cxa_default_handlers.cpp Step #5: #8 0x55d1908d2842 in std::__terminate(void (*)()) (out/libfuzzer-coverage-x86_64/compile_fuzzer+0x2c8842) Step #5: #9 0x55d1908d4305 in __cxxabiv1::failed_throw(__cxxabiv1::__cxa_exception*) cxa_exception.cpp Step #5: #10 0x55d1908d42ef in __cxa_throw (out/libfuzzer-coverage-x86_64/compile_fuzzer+0x2ca2ef) Step #5: #11 0x55d190949fc5 in operator new(unsigned long) (out/libfuzzer-coverage-x86_64/compile_fuzzer+0x33ffc5) Step #5: #12 0x55d1907758fe in __libcpp_allocate /usr/local/bin/../include/c++/v1/__new/allocate.h:43:28 Step #5: #13 0x55d1907758fe in allocate /usr/local/bin/../include/c++/v1/__memory/allocator.h:105:14 Step #5: #14 0x55d1907758fe in __allocate_at_least > /usr/local/bin/../include/c++/v1/__memory/allocate_at_least.h:41:19 Step #5: #15 0x55d1907758fe in __split_buffer /usr/local/bin/../include/c++/v1/__split_buffer:330:25 Step #5: #16 0x55d1907758fe in __emplace_back_slow_path /usr/local/bin/../include/c++/v1/__vector/vector.h:1137:47 Step #5: #17 0x55d1907758fe in emplace_back /usr/local/bin/../include/c++/v1/__vector/vector.h:1159:13 Step #5: #18 0x55d1907758fe 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 0x55d19077524f in glslang::TPpContext::scanToken(glslang::TPpToken*) /src/glslang/glslang/MachineIndependent/preprocessor/PpContext.h:384:35 Step #5: #20 0x55d190774591 in glslang::TPpContext::tokenize(glslang::TPpToken&) /src/glslang/glslang/MachineIndependent/preprocessor/PpScanner.cpp:1284:21 Step #5: #21 0x55d1908b4309 in glslang::HlslScanContext::tokenizeClass(glslang::HlslToken&) /src/glslang/glslang/HLSL/hlslScanContext.cpp:541:31 Step #5: #22 0x55d1908b427e in glslang::HlslScanContext::tokenize(glslang::HlslToken&) /src/glslang/glslang/HLSL/hlslScanContext.cpp:518:34 Step #5: #23 0x55d1907b44e4 in glslang::HlslGrammar::parse() /src/glslang/glslang/HLSL/hlslGrammar.cpp:66:5 Step #5: #24 0x55d190776b2a in glslang::HlslParseContext::parseShaderStrings(glslang::TPpContext&, glslang::TInputScanner&, bool) /src/glslang/glslang/HLSL/hlslParseHelper.cpp:142:18 Step #5: #25 0x55d190725f1b in operator() /src/glslang/glslang/MachineIndependent/ShaderLang.cpp:1235:28 Step #5: #26 0x55d190725f1b in ProcessDeferred<(anonymous namespace)::DoFullParse> /src/glslang/glslang/MachineIndependent/ShaderLang.cpp:1010:20 Step #5: #27 0x55d190725f1b 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:1323:12 Step #5: #28 0x55d1907277c5 in glslang::TShader::parse(TBuiltInResource const*, int, EProfile, bool, bool, EShMessages, glslang::TShader::Includer&) /src/glslang/glslang/MachineIndependent/ShaderLang.cpp:1897:12 Step #5: #29 0x55d19072412a in parse /src/glslang/glslang/../glslang/Public/ShaderLang.h:682:16 Step #5: #30 0x55d19072412a in parse /src/glslang/glslang/../glslang/Public/ShaderLang.h:688:16 Step #5: #31 0x55d19072412a in LLVMFuzzerTestOneInput /src/compile_fuzzer.cc:28:10 Step #5: #32 0x55d19067c3ed in fuzzer::Fuzzer::ExecuteCallback(unsigned char const*, unsigned long) /src/llvm-project/compiler-rt/lib/fuzzer/FuzzerLoop.cpp:619:13 Step #5: #33 0x55d190685988 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 0x55d19066ce89 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 0x55d190698b62 in main /src/llvm-project/compiler-rt/lib/fuzzer/FuzzerMain.cpp:20:10 Step #5: #36 0x7fe82300d082 in __libc_start_main (/lib/x86_64-linux-gnu/libc.so.6+0x24082) (BuildId: 5792732f783158c66fb4f3756458ca24e46e827d) Step #5: #37 0x55d19066024d in _start (out/libfuzzer-coverage-x86_64/compile_fuzzer+0x5624d) 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 2 Step #5: INFO: Running with entropic power schedule (0xFF, 100). Step #5: INFO: Seed: 2277715509 Step #5: INFO: Loaded 1 modules (12 inline 8-bit counters): 12 [0x5560d33f3918, 0x5560d33f3924), Step #5: INFO: Loaded 1 PC tables (12 PCs): 12 [0x5560d33f3928,0x5560d33f39e8), 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: 1987 total files; 1914 processed earlier; will process 73 files now Step #5: #1 pulse cov: 5 ft: 5 exec/s: 0 rss: 32Mb Step #5: #2 pulse cov: 5 ft: 5 exec/s: 0 rss: 40Mb Step #5: #4 pulse cov: 5 ft: 5 exec/s: 0 rss: 40Mb Step #5: #8 pulse cov: 5 ft: 5 exec/s: 0 rss: 40Mb Step #5: #16 pulse cov: 5 ft: 5 exec/s: 0 rss: 43Mb Step #5: #32 pulse cov: 5 ft: 5 exec/s: 32 rss: 43Mb Step #5: #64 pulse cov: 5 ft: 5 exec/s: 32 rss: 72Mb Step #5: #73 DONE cov: 5 ft: 5 exec/s: 36 rss: 73Mb Step #5: MERGE-OUTER: successful in 2 attempt(s) Step #5: MERGE-OUTER: the control file has 190155 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: [2026-07-14 06:44:16,951 INFO] Finding shared libraries for targets (if any). Step #5: [2026-07-14 06:44:16,962 INFO] Finished finding shared libraries for targets. Step #5: warning: 2 functions have mismatched data Step #5: Coverage error, creating log file: /workspace/out/libfuzzer-coverage-x86_64/fuzzer_stats/compile_fuzzer_error.log Step #5: warning: 2 functions have mismatched data Step #5: [2026-07-14 06:44:17,746 INFO] Finding shared libraries for targets (if any). Step #5: [2026-07-14 06:44:17,757 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: [2026-07-14 06:44:18,159 DEBUG] Finished generating per-file code coverage summary. Step #5: [2026-07-14 06:44:18,159 DEBUG] Generating file view html index file as: "/workspace/out/libfuzzer-coverage-x86_64/report/linux/file_view_index.html". Step #5: [2026-07-14 06:44:18,174 DEBUG] Finished generating file view html index file. Step #5: [2026-07-14 06:44:18,174 DEBUG] Calculating per-directory coverage summary. Step #5: [2026-07-14 06:44:18,175 DEBUG] Finished calculating per-directory coverage summary. Step #5: [2026-07-14 06:44:18,175 DEBUG] Writing per-directory coverage html reports. Step #5: [2026-07-14 06:44:18,289 DEBUG] Finished writing per-directory coverage html reports. Step #5: [2026-07-14 06:44:18,289 DEBUG] Generating directory view html index file as: "/workspace/out/libfuzzer-coverage-x86_64/report/linux/directory_view_index.html". Step #5: [2026-07-14 06:44:18,290 DEBUG] Finished generating directory view html index file. Step #5: [2026-07-14 06:44:18,290 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: [2026-07-14 06:44:18,713 DEBUG] Finished generating per-file code coverage summary. Step #5: [2026-07-14 06:44:18,713 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: [2026-07-14 06:44:18,728 DEBUG] Finished generating file view html index file. Step #5: [2026-07-14 06:44:18,729 DEBUG] Calculating per-directory coverage summary. Step #5: [2026-07-14 06:44:18,729 DEBUG] Finished calculating per-directory coverage summary. Step #5: [2026-07-14 06:44:18,729 DEBUG] Writing per-directory coverage html reports. Step #5: [2026-07-14 06:44:18,837 DEBUG] Finished writing per-directory coverage html reports. Step #5: [2026-07-14 06:44:18,837 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: [2026-07-14 06:44:18,837 DEBUG] Finished generating directory view html index file. Step #5: [2026-07-14 06:44:18,837 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: 97e1ee089ace: Already exists Step #6: b8613ef18de2: Already exists Step #6: 370a343ae1d7: Already exists Step #6: 1434b9de6cf8: Already exists Step #6: 27737137e53a: Already exists Step #6: 3506d965e444: Already exists Step #6: 51d5de874af4: Pulling fs layer Step #6: ead8998371a3: Pulling fs layer Step #6: ead8998371a3: Verifying Checksum Step #6: ead8998371a3: Download complete Step #6: 51d5de874af4: Verifying Checksum Step #6: 51d5de874af4: Download complete Step #6: 51d5de874af4: Pull complete Step #6: ead8998371a3: Pull complete Step #6: Digest: sha256:5de2330cdc9ab905a9873e91d02bbcd7637aa7b75dbd2524ce8504bfdeadc2bd 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: / [0/73 files][ 0.0 B/ 19.9 MiB] 0% Done Copying file:///workspace/out/libfuzzer-coverage-x86_64/report/style.css [Content-Type=text/css]... Step #7: / [0/73 files][ 0.0 B/ 19.9 MiB] 0% Done Copying file:///workspace/out/libfuzzer-coverage-x86_64/report/linux/directory_view_index.html [Content-Type=text/html]... Step #7: / [0/73 files][ 5.5 KiB/ 19.9 MiB] 0% Done Copying file:///workspace/out/libfuzzer-coverage-x86_64/report/linux/summary.json [Content-Type=application/json]... Step #7: / [0/73 files][ 5.5 KiB/ 19.9 MiB] 0% Done Copying file:///workspace/out/libfuzzer-coverage-x86_64/report/linux/index.html [Content-Type=text/html]... Step #7: / [0/73 files][ 5.5 KiB/ 19.9 MiB] 0% Done Copying file:///workspace/out/libfuzzer-coverage-x86_64/report/linux/report.html [Content-Type=text/html]... Step #7: Copying file:///workspace/out/libfuzzer-coverage-x86_64/report/linux/file_view_index.html [Content-Type=text/html]... Step #7: / [0/73 files][ 31.1 KiB/ 19.9 MiB] 0% Done / [0/73 files][ 31.1 KiB/ 19.9 MiB] 0% Done / [1/73 files][ 31.1 KiB/ 19.9 MiB] 0% Done / [2/73 files][ 35.4 KiB/ 19.9 MiB] 0% Done Copying file:///workspace/out/libfuzzer-coverage-x86_64/report/linux/src/compile_fuzzer.cc.html [Content-Type=text/html]... Step #7: / [2/73 files][ 65.0 KiB/ 19.9 MiB] 0% Done / [3/73 files][ 65.0 KiB/ 19.9 MiB] 0% Done Copying file:///workspace/out/libfuzzer-coverage-x86_64/report/linux/src/report.html [Content-Type=text/html]... Step #7: / [3/73 files][ 65.0 KiB/ 19.9 MiB] 0% Done Copying file:///workspace/out/libfuzzer-coverage-x86_64/report/linux/src/glslang/report.html [Content-Type=text/html]... Step #7: / [3/73 files][ 65.0 KiB/ 19.9 MiB] 0% Done / [4/73 files][ 65.0 KiB/ 19.9 MiB] 0% Done / [5/73 files][ 71.4 KiB/ 19.9 MiB] 0% Done / [6/73 files][ 80.5 KiB/ 19.9 MiB] 0% Done / [7/73 files][ 80.5 KiB/ 19.9 MiB] 0% Done Copying file:///workspace/out/libfuzzer-coverage-x86_64/report/linux/src/glslang/build/include/glslang/build_info.h.html [Content-Type=text/html]... Step #7: / [7/73 files][ 80.5 KiB/ 19.9 MiB] 0% Done Copying file:///workspace/out/libfuzzer-coverage-x86_64/report/linux/src/glslang/glslang/report.html [Content-Type=text/html]... Step #7: / [7/73 files][ 80.5 KiB/ 19.9 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: / [7/73 files][ 80.5 KiB/ 19.9 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: / [7/73 files][ 80.5 KiB/ 19.9 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: / [7/73 files][ 80.5 KiB/ 19.9 MiB] 0% Done / [8/73 files][ 80.5 KiB/ 19.9 MiB] 0% Done / [9/73 files][ 93.0 KiB/ 19.9 MiB] 0% Done / [10/73 files][ 93.0 KiB/ 19.9 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: / [10/73 files][134.5 KiB/ 19.9 MiB] 0% Done Copying file:///workspace/out/libfuzzer-coverage-x86_64/report/linux/src/glslang/glslang/MachineIndependent/attribute.cpp.html [Content-Type=text/html]... Step #7: / [10/73 files][134.5 KiB/ 19.9 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: / [10/73 files][134.5 KiB/ 19.9 MiB] 0% Done Copying file:///workspace/out/libfuzzer-coverage-x86_64/report/linux/src/glslang/glslang/MachineIndependent/linkValidate.cpp.html [Content-Type=text/html]... Step #7: / [10/73 files][134.5 KiB/ 19.9 MiB] 0% Done Copying file:///workspace/out/libfuzzer-coverage-x86_64/report/linux/src/glslang/glslang/MachineIndependent/RemoveTree.cpp.html [Content-Type=text/html]... Step #7: Copying file:///workspace/out/libfuzzer-coverage-x86_64/report/linux/src/glslang/glslang/MachineIndependent/Constant.cpp.html [Content-Type=text/html]... Step #7: / [10/73 files][134.5 KiB/ 19.9 MiB] 0% Done / [10/73 files][134.5 KiB/ 19.9 MiB] 0% Done Copying file:///workspace/out/libfuzzer-coverage-x86_64/report/linux/src/glslang/glslang/MachineIndependent/span.h.html [Content-Type=text/html]... Step #7: / [10/73 files][134.5 KiB/ 19.9 MiB] 0% Done Copying file:///workspace/out/libfuzzer-coverage-x86_64/report/linux/src/glslang/glslang/MachineIndependent/Versions.cpp.html [Content-Type=text/html]... Step #7: Copying file:///workspace/out/libfuzzer-coverage-x86_64/report/linux/src/glslang/glslang/MachineIndependent/Initialize.cpp.html [Content-Type=text/html]... Step #7: / [11/73 files][134.5 KiB/ 19.9 MiB] 0% Done / [11/73 files][134.5 KiB/ 19.9 MiB] 0% Done / [11/73 files][134.5 KiB/ 19.9 MiB] 0% Done Copying file:///workspace/out/libfuzzer-coverage-x86_64/report/linux/src/glslang/glslang/MachineIndependent/gl_types.h.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: / [0/73 files][ 0.0 B/ 19.9 MiB] 0% Done Copying file:///workspace/out/libfuzzer-coverage-x86_64/report_target/compile_fuzzer/style.css [Content-Type=text/css]... Step #9: / [0/73 files][ 0.0 B/ 19.9 MiB] 0% Done Copying file:///workspace/out/libfuzzer-coverage-x86_64/report_target/compile_fuzzer/linux/directory_view_index.html [Content-Type=text/html]... Step #9: / [0/73 files][ 0.0 B/ 19.9 MiB] 0% Done Copying file:///workspace/out/libfuzzer-coverage-x86_64/report_target/compile_fuzzer/linux/summary.json [Content-Type=application/json]... 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Step #9: - [22/73 files][ 9.6 MiB/ 19.9 MiB] 48% Done Copying file:///workspace/out/libfuzzer-coverage-x86_64/report_target/compile_fuzzer/linux/src/glslang/glslang/HLSL/hlslScanContext.h.html [Content-Type=text/html]... Step #9: - [23/73 files][ 9.6 MiB/ 19.9 MiB] 48% Done - [24/73 files][ 9.6 MiB/ 19.9 MiB] 48% Done - [24/73 files][ 9.6 MiB/ 19.9 MiB] 48% Done Copying file:///workspace/out/libfuzzer-coverage-x86_64/report_target/compile_fuzzer/linux/src/glslang/glslang/MachineIndependent/preprocessor/PpAtom.cpp.html [Content-Type=text/html]... Step #9: - [24/73 files][ 9.7 MiB/ 19.9 MiB] 48% Done Copying file:///workspace/out/libfuzzer-coverage-x86_64/report_target/compile_fuzzer/linux/src/glslang/glslang/MachineIndependent/preprocessor/PpScanner.cpp.html [Content-Type=text/html]... 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Step #9: - [24/73 files][ 10.1 MiB/ 19.9 MiB] 50% Done Copying file:///workspace/out/libfuzzer-coverage-x86_64/report_target/compile_fuzzer/linux/src/glslang/glslang/ResourceLimits/report.html [Content-Type=text/html]... Step #9: - [25/73 files][ 10.1 MiB/ 19.9 MiB] 50% 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: - [25/73 files][ 10.1 MiB/ 19.9 MiB] 50% Done - [25/73 files][ 10.1 MiB/ 19.9 MiB] 50% Done - [25/73 files][ 10.1 MiB/ 19.9 MiB] 50% Done - [25/73 files][ 10.1 MiB/ 19.9 MiB] 50% 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: - [25/73 files][ 10.3 MiB/ 19.9 MiB] 51% 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: - [25/73 files][ 10.3 MiB/ 19.9 MiB] 51% Done - [26/73 files][ 10.3 MiB/ 19.9 MiB] 51% Done 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: - [26/73 files][ 10.3 MiB/ 19.9 MiB] 51% 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: Copying file:///workspace/out/libfuzzer-coverage-x86_64/report_target/compile_fuzzer/linux/src/glslang/glslang/HLSL/report.html [Content-Type=text/html]... 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Step #9: - [27/73 files][ 10.4 MiB/ 19.9 MiB] 52% Done - [27/73 files][ 10.4 MiB/ 19.9 MiB] 52% Done Copying file:///workspace/out/libfuzzer-coverage-x86_64/report_target/compile_fuzzer/linux/src/glslang/glslang/Include/defer.h.html [Content-Type=text/html]... Step #9: - [27/73 files][ 10.4 MiB/ 19.9 MiB] 52% Done 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: - [27/73 files][ 10.4 MiB/ 19.9 MiB] 52% Done 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: - [27/73 files][ 10.4 MiB/ 19.9 MiB] 52% Done Copying file:///workspace/out/libfuzzer-coverage-x86_64/report_target/compile_fuzzer/linux/src/glslang/glslang/Include/report.html [Content-Type=text/html]... 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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/ 25.3 KiB] 0% Done Copying file:///workspace/out/libfuzzer-coverage-x86_64/fuzzer_stats/coverage_targets.txt [Content-Type=text/plain]... Step #11: 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/ 25.3 KiB] 0% Done / [0/3 files][ 0.0 B/ 25.3 KiB] 0% Done / [1/3 files][ 25.3 KiB/ 25.3 KiB] 99% Done / [2/3 files][ 25.3 KiB/ 25.3 KiB] 99% Done / [3/3 files][ 25.3 KiB/ 25.3 KiB] 100% Done Step #11: Operation completed over 3 objects/25.3 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/ 3.6 MiB] 0% Done / [1/1 files][ 3.6 MiB/ 3.6 MiB] 100% Done Step #13: Operation completed over 1 objects/3.6 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/ 23.7 MiB] 0% Done / [1/1 files][ 23.7 MiB/ 23.7 MiB] 100% Done Step #15: Operation completed over 1 objects/23.7 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 1391 --:--:-- --:--:-- --:--:-- 1398 Finished Step #17 PUSH DONE